Transcripts
1. Welcome: When you first get started
with motion design, it's exciting just to
make something move. But as you progress, you start to notice the work
of other motion designers. Their animations
are buttery smooth, their motion is
still believable, and so much life, and
personality is infused. In comparison, your
work just looks dull or like something is off, even if you can't put your
finger on exactly what. Maybe you wanted to get
into a creative field like motion design because you're not a big fan of math and physics. When you saw a math tool, aka, the graph editor in
your design software, you probably decided to
write it off and avoid it. But there's a reason the
graph editor exists. It's key to creating realistic, interesting, and
professional-looking animations. It's key to taking your
animations to the next level. Welcome to Smooth Moves, better motion with animation
curves in the graph editor. I'm Megan Friesth and
I'm an explanimator, which is just to say that
I write, illustrate, and animate
educational animations mostly on health and
environment-related topics. I had the exact experience
I described a second ago. I studied physiology in college, then went on to
get a master's in creative technology and design. I didn't specifically go to
school for motion design, so most of my animation
skills are self-taught. I spent a while avoiding
the graph editor because I didn't think
that I understood it. But as it turns out, the math and physics classes that I was required to take for my degree were
preparing me to create realistic motion
in my animations. I just didn't know
it at the time. Even if you've never
taken a physics class, you intuitively know
a lot about physics, likely all that you
need for animation just by living in this world. You just need to learn how to apply that
to your animations, which is what this class is for. Achieving realistic motion
is the focus of this class. But once you understand how to control the motion
of your animations, you can push the boundaries for dramatic or cartoony effect that's playful and
full of personality. This class is for you
if you're comfortable with the basics of setting key to create animations in
Adobe After Effects. While many of the
concepts discussed in this class apply to
animation in general, I'll be using After Effects
to demonstrate them and to complete
the class project. If you're brand new to
animation in After Effects, check out a few of my
beginner classes first. Whether you chronically avoid the graph editor or
use it occasionally, you'll come away
from the class with a clear understanding
of this powerful tool. You'll gain new ways of
analyzing motion that you can apply to every animation you
create from here on out. We'll talk through definitions
to give you the vocab to communicate with
other motion designers and we'll put these
concepts into practice with a fun exercise
and the class project. If you're ready to move your animations to the next level, then let's get started.
2. What to Expect + Class Project: In this class, you'll learn
about concepts behind motion and apply what you learn
to a hands-on project. I'll go over animation terms and break down how basic math and physics can be
applied to make your animations look
more realistic. Don't worry about memorizing definitions for the
terms we'll cover. What's important here
is understanding how you can apply these
concepts to your work. That said, knowing these
terms can be helpful when communicating with
other motion designers. I've provided you with a
downloadable PDF guide with important info
from the lessons. It's basically like I took
notes for you during class. There's even a little bit
of extra info in there that isn't really covered
in the video lessons. Make sure that you download
that guide and have it handy. Feel free to add your
own notes to it. Animating a bouncing ball is a classic first
animation assignment. But by creating this little
scene of falling elements, you'll have a more
interesting portfolio or social media piece. You can even use this
technique as a way to animate items in and
an explainer video. If animating bouncing objects doesn't sound super exciting, just know that this is
great practice for concepts that come up over and over again for many different animations, like even characters
and walk cycles. Throughout the hands-on
part of this class, you can follow along with me
to replicate my animation. It's totally fine to
copy my animation exactly for learning purposes. Just please don't post
this or present as your own original work
outside of Skillshare. If you're ever applying
for a motion design job, it's always super important
to be very honest about what exactly
you've created. You can always just
mention in the class alongside the posts of
your class project, or if you want to have your
own original animation, you can illustrate your
own collection of items and use the same techniques
that I'll go over in class. You can pick a theme like
your favorite breakfast or things to pack when
camping if you need some constraints
to design around. It's helpful to have objects with different weights
and materials, so you can practice considering how that will affect
their motion. For extra practice, you could go through the
class the first time, following along with me and
replicating my animation. Then you could go
back and try to apply these concepts to your
own illustration. No matter how you
decide to go about it, hands-on practice
is imperative to getting the most
out of the class. If you have any
questions along the way, feel free to post them in the discussions tab
below this video and I'll do my best to
get back to you ASAP. Let's go over the files that
are included with the class. First, there's the PDF of notes. Next is an After
Effects project file with three different components. In the demo folder, there are some really simple
animations that are used during the lessons to
explain the concepts that these columns
are labeled with. I've provided you with these in cases it's helpful to
play around with them to get a feel for
how things work. There's also this
Graph Editor Exercise, which we'll use
in a later video. I've created these
different comps as exercises for you to
practice the graph editor and that's all explained
in that upcoming video. For the class project, I've provided you with
my final animation in case it helps you
to pick things apart. This still-life comp is
the final animation. Within the elements folder, there are different pre-comps used within the final animation. There's also a fresh version that doesn't have any animation yet that you can use
as a starting point. I created this illustration
in Adobe Illustrator and moved it into After
Effects with one of my all-time favorite
plugins, Overlord. This way, there's nothing
linked into this project file because these are
all shape layers. If you want to learn
more about Overlord, I cover in my class, Top 5 plugins for efficiency. When I play the final animation in different videos
throughout the class, you'll notice that
I've added textures. There are a few ways
to add textures, but for this project, I mostly use Jake
Bartlett's method which he covers in his class, Texturing in Adobe
After Effects. I removed the textures
for you and me while recording the class
so that it renders faster. Make sure that you
download those files and let's get started.
3. Timing: [MUSIC] Timing refers to
the time between keyframes. Visually, this looks like the distance between
keyframes on the timeline. As you're probably well aware, keyframes that are
closer together, will produce faster animation or quicker timing than keyframes
that are further apart. One thing you might
not have noticed is that keyframes have a slightly lighter
shade of gray when there's another keyframe
on the other side of it. Your first keyframe will be darker gray on the left half, and your last keyframe will be darker gray on
the right half. The dark gray bookends the
keyframes for that property. This can be helpful
if you're getting an animation you didn't expect. It can help you notice if
there's been a keyframe, that's got pushed
off the timeline and is no longer visible, but it still exists, so it's
causing something to move.
4. Spacing: If timing is the distance
between keyframes, spacing is what
happens in the space between those keyframes. Any video is just a series
of images that are switched before eyes so quickly that
we see a moving picture. In animation, every
frame has to be created, either by the
animator drawing them or by the animator setting
up different frames and the computer
fills in the rest. In a program like After Effects, you set keyframes which
tells the computer what values you want something
to have at certain times. Then the computer
calculates all the values for every frame in-between
the keyframes you've set. This is called interpolation, the process of filling
in unknown frames between known keyframes. Another name for
interpolation is tweening. What's the difference between
spacing and interpolation? Spacing applies to all
different kinds of animation, whether that's hand-drawn, cell animation, or
if it's animation using software
like After Effects that does interpolation for you. Interpolation requires
software to fill in the values for frames between
set values or keyframes. Let's look at how
this can be useful. There's usually
multiple ways to get from point A to point B. In other words,
there's multiple ways to interpolate
between keyframes. We'll look at the two ways
to control how After Effects interpolates between keyframes
in the next few videos.
5. Spatial Interpolation: The first way that you can control the
interpolation between keyframes is in space, so
spatial interpolation. This mostly just applies
to the position property. In your composition, if you have a layer with the
position property animated, you should see a motion
path that looks like this. If you don't see that, then just make sure
that this button right here is toggled on
so that it's blue, or you can use the
keyboard shortcut, which is Command or Control, Shift, and H, and that'll hide or
show the motion path. Once you have the motion path, you can click on the endpoints
which are the keyframes, and you might get handles, or if you don't, if you go up to the Pen tool, click ad hold, and then go to the
convert vertex tool. Then you can click to Add
handles to your motion path. I'm going to go back to the
regular selection tool, and now I can just
adjust these handles to change the motion
path of my animation. This is changing the
spatial interpolation, so now if I play this back, it's going to move in this wave. A couple of quick tips
for you when working with spatial interpolation
and motion paths. What if I want this
square to align with the path as it's
moving instead of just staying in that same position? I want it to rotate a little bit as it moves along this path. There's an easy way to do that instead of animating
the rotation. You can right-click
on the layer, go to Transform, and then all the way
down to Auto-orient, and then you just want
to make sure that Orient Along Path is
selected and hit "OK" and now the square is going to automatically rotate as
it moves along the path. You can still go
into the rotation. Let's say I wanted
maybe the point of it to go first or
something like that, you can always adjust
the rotation still, you still have full
control over this, but it automatically will
align to your motion path. If you want to move your
entire motion path, an easy way to do that
is just to select the property so
that it selects all of the keyframes and
then you can just move it in the composition to
wherever you want it to be. Now, if you wanted
to do this with the values here
by sliding these, you'd have to be over
one of the keyframes, and then you can
do the same thing. Just make sure that all of
your keyframes are selected. You had a motion path that
looks something like this, and you want it to curve into this position and then
be straight from here. Right now we have
these two handles that are locked together, so if I move one, it moves the other one to make
a continuous flowing line. But what if I want to
break these handles? What I can do is just
hold down option and then take the handle that you want to move and then it will
break those two handles, so now you can get a
more pointy corner here. Now that we've broken
these handles, you don't actually have
to hold down option when you want to go
back and edit this. If you wanted to
connect these again, you can hold down option again
and it will snap them back together so that they're always going to be a straight line,
they're connected again. If you ever want to get rid
of the handles entirely, go up to the Pen tool and use the convert vertex tool
to just get rid of those handles or get
them back again. If you have a really
specific shape that you want to be a motion
path for another layer, then what you can
do is toggle down the shape and go into the Path, and then you want to
select Path next to the stopwatch and
just copy that, so command C. Then I'm just
going to go and delete, so unclick the stopwatch on the fishing
keyframes that I had, and let's just start at the
beginning of the timeline. Then I'm just going to hit "Paste" with position selected, and it's going to paste that
same shape as my zigzag. Sometimes it doesn't paste it
in exactly the same place, so you can just with
all of your keyframes selected move the entire
motion path into place. Now my square is going to move in the shape of that zigzag. But what if I wanted it to
go in the other direction? Instead of going right to left, I want to go left to right. I can select all
of these keyframes by just selecting
Position over here, right-click, go to
Keyframe Assistant, and then time-reverse keyframes. The reason that it chose
to go from right to left is probably because of
how I made that shape, but it's easy to
switch by just doing the time-reverse keyframes and now it'll go left to right.
6. Temporal Interpolation: Temporal interpolation is the interpolation
of values in time. When you set keyframes
in After Effects by default they're linear. Linear keyframes
are diamond-shaped. Animation software
often has a way to visualize the spacing
of your animation. In After Effects,
these little dots on the motion path
of the layer show you the temporal interpolation. Remember if you don't see the
motion path for your layer, makes sure that this button
is toggled on or blue. Each dot shows you where
this shape will be at each frame between
these two keyframes. You can remember
the term spacing by thinking of these dots
showing you the space your layer moves
between each frame. Dots that are closer together
indicates slower motion and dots that are further
apart indicate faster motion. You can see that for
these linear keyframes, the shape moves the same
amount between each frame. This usually looks abrupt
and mechanical looking. Linear Keyframes
are the default, but most of the
time you don't want to leave your
keyframes like this. Another common
temporal interpolation is called Easy Ease. To change keyframes
to Easy Ease, you first need to select them, then right-click, go
to Keyframe Assistant, and then Easy Ease. Or the keyboard shortcut is F9, and on a Mac,
remember you have to press the Fn key as well. Now, notice how these keyframes have turned into an
hourglass shape. For the Easy Ease shape, you can see that there's
less space or less change in value at the beginning and
end of this animation, and in the middle, the little
dots are more spaced out. What that's telling us is
that the circle is going to be moving slowly at first, it's going to speed up, and then it's going to slow
down before coming to a stop. Let's play those
back to compare. If I select both layers, we can compare what this visual of the little
dots looks like on the motion path for
the Linear Keyframes versus the Easy Ease. If you ever need to convert keyframes back to
linear keyframes, you can just hold "Command"
and then click on them. Easy Ease is generally
more pleasing to the eye than linear movement, because it's more realistic to how things move in real life. If you've been
applying Easy Ease to all of your keyframes, that's a good first step. But later in class, you'll learn how you can adjust the temporal interpolation
in the graph editor to make your animations
even better. Oftentimes, animators
will talk about easing keyframes instead of saying adjusting the temporal
interpolation, because that's a mouthful, but this is what they mean. The motion path is
great for seeing the spacing of the
position property, but there isn't an
automatic visual way to see the spacing of a
lot of other properties like scale or rotation in
the composition viewer. Here's the simple animation
that I have on this layer. I don't find the
need for this a lot, but there is a trick you can use if you want to see the
temporal interpolation for all the properties of
your animation mapped out. In animation software designed for creating
frame-by-frame animations, there's usually a way to see the frames on either side
of your current frame. This is called an onion skin. For this little trick
we're essentially creating our own onion skin. To do this, we're going
to go to Layer, New, Adjustment Layer, and
then make sure that your adjustment layer is on
top of any of the layers that you want to see
this onion skin for. Then you want to go
over to your effects and presets panel and
look for CC Wide Time, and then just apply that
to your adjustment layer. Now if I scrub
through the timeline, you can see that these
semi-transparent versions of this shape are the frames before and after
the current frame. If I go over to the
effect controls panel, I can increase the
number of steps, so the number of frames
that we're seeing forward and the number of frames that we're seeing backward. This starts to get
a little bit hard to see what's going on. You can adjust this to make
it most helpful for you. A time when I found
this DIY onion skin really helpful is when
something is jolting or moving in a way that
doesn't look very smooth, I can apply this onion skin and see where there's a
big gap in the motion, like where there's a big jump, and then I know that's the
area that I need to work on. When you're done
seeing this onion skin you can either delete or just turn off this
adjustment layer. Seeing an onion skin
is super helpful when doing frame-by-frame
animation, and After Effects is not
the best program for that. Like I said, onion skins
aren't super necessary when working in After Effects, but if you ever find a time
that you'd like to see one, now you know how to get it.
7. Graph Editor Basics: Let's look at how you
can precisely customize the spacing of your animations
in the graph editor. This is how you can really take your animations to
the next level. When you're working
in the graph editor, you're usually adjusting the temporal interpolation
of your animation. To get to the graph editor, first select at
least one key-frame of whatever property
you want to see. Or you can just select
the property over here. Then click this graph icon. There are two different graphs you can see in the graph editor. If you have auto-select
graph type checked here, After Effects will guess
which graph you'll find most helpful
for that property. But you can always change
the graph type here. First, let's look
at the value graph. The line shows the
value of the property, so in this case,
rotation over time. We've got time in
seconds or frames on the x-axis and rotation
in degrees on the y-axis. These squares are
the key-frames. These are linear key-frames, so the graph is a
straight diagonal line, which shows that the rotation is changing the same
amount each frame. It's moving at a steady speed, never slowing down
or speeding up. If I switch over to
the speed graph, it tells us exactly that the speed is constant
the whole time. The speed graph
maps out speed on the y-axis over
time on the x-axis. If you don't know
whether you're looking at the speed or value graph, like maybe you're watching a tutorial and you
can't look in the menu, look at the units on the y-axis. If it's a value like
pixels degrees or percent, something over seconds,
then it's the speed graph. Or if it's just a value, then it's the value graph. Let's go back to
the value graph. If you ever need to adjust
the view of your graph, you can use this
same mountain slider as you would to zoom in and out of the timeline or the
same keyboard, shortcuts work. So plus to zoom in and
minus to zoom out. This magnifying glass icon
will automatically fit your graphs to the height
of your graph editor area. Keep in mind that
different levels of zoom can make your graph
look quite a bit different. This button will
fit your graphs to the whole area so widthwise too. I'm on the value graph
and there are currently no handles to adjust this graph. But if I click and drag
to select this graph, including the key-frames, I can apply Easy Ease. There's actually
three ways that you can do that from
the graph editor. Just like in the timeline, you can right click, go to key-frame assistant
and then Easy Ease, or you can use the
keyboard shortcut F9, or you can use this button
to apply Easy Ease. Now the graph has a curve
to it and there are handles which are called Bezier
handles or influence handles. You can use them to
adjust the curve of the graph to change the
spacing of an animation. But before you can really adjust the graph to get a
custom animation, you'll need to understand
how to read these graphs to understand what
they're telling you about the spacing
of an animation. Remember this is
the value graph. It's telling us that the
rotation starts out at this many degrees and later in time it ends at
this many degrees. The slope or steepness of the graph tells us
about the speed. The flatter the line, the slower and the
steeper the line, the faster the motion. I know we're getting into
some math concepts here, but if you pause to
think about this, it makes total sense. This graph starts
out not very steep, so our shape is
starting off slow. Then the slope increases
in the middle here, so the shape is moving quickly. Then the slope starts to
level off towards the end, which means that this
shape is slowing down. Now let's look at the same
thing but in the speed graph. Here we can get the same info about the spacing
of our animation, but it's just presented
in a different way. Remember the y axis is speed, so when the speed is slow, the speed graph is going to be closer to zero on the y-axis. Then in the middle
of these key-frames, the speed is fastest, so the speed is furthest
from zero on the y-axis. Then the shape slows down
before coming to a stop, so the speed graph dips back down, eventually reaching zero. If you've ever had to
take a calculus class, you may have recognized that the speed graph is a
derivative of the value graph, and if you've never
taken calculus or that made absolutely
no sense to you, then let me explain. This just means
that if you graph the slope of the value graph, like you go frame-by-frame
and look at how steep the slope
is at each point, and then you plot
that on a new graph, the result is the speed graph. If that made absolutely no sense to you, don't worry about it. We'll keep practicing reading graphs so you don't need
to understand what I just said about
derivatives in order to understand and use
the graph editor. I just know that when I realized that some of the stuff
that I was learning in calculus that seemed totally irrelevant to my
life at the time is actually useful in animation
I was pretty excited. If that's you too, there you go. I know that I've mentioned that linear motion is
not very realistic, at least in many cases, and the reason for that
is because there's no acceleration or deceleration. If you think of a
car, acceleration is when you're speeding up, like after being stopped. Or deceleration is
just the opposite. Slowing down like before
coming to a stop. Sometimes people mistakenly
think that acceleration means really stepping on the
gas or going really fast. But actually acceleration is the rate of change in velocity, and deceleration is just
being specific that that rate of change in
velocity is decreasing. Acceleration occurs anytime
you're changing speeds. In other words, anytime the speed graph is not
a straight flat line. If you want to know
how fast the layer is accelerating or decelerating, look at the slope
of the speed graph. I can increase the
acceleration by pulling this handle to make the slope of the speed graph
really steep here. Now you can see
that the circle is really accelerating from
its starting point. If you think back
to calculus again, the derivative of the speed
graph is acceleration. Meaning that if you
went frame-by-frame and plotted the slope of the
speed graph at every point, you would get a graph of the
acceleration of a layer. But if that made
no sense to you, again, don't worry about it. After Effects doesn't have
an acceleration graph. What you need to know is that
if you want to know where something is really speeding
up or slowing down, look for when the slope of the Speed Graph is really steep, either going up or going down. If you use the math
terms that I've been using here when talking
with other animators, you will be accurate and
you may sound smart. But more commonly you'll hear animators talk about easing into or out of a key-frame or making an animation
more punchy. If you ever want to
see both the value and speed graph
at the same time, click the second icon and
select reference graph. Whichever graph you were
on will still be editable, whether that's the sweet
graph or the value graph, and the other graph will
be shown as reference. This one won't be editable, but it will react to any changes you make to the other graph. One graph might seem easier
to you than the other, but it's important to understand
and be able to use both. Because there are certain cases when one might be
better than the other for adjusting the
spacing of a certain property. So I'd encourage you to just play around in the
graph editor a little bit with a really
simple animation like this, and just start to get a
feel for how things work. To summarize, when looking
at the value graph, look at the slope of
the graph to see how fast or slow
something is moving. Flat equals slow and
steep equals fast. When looking at the Speed Graph, the further the line is
from zero, the faster. Sometimes the speed
graph is negative, like if your layer is traveling from right to left
or bottom to top, or if it's rotating in a negative direction
or scaling down, whether the line is
above or below zero, the closer the line is to zero, the slower the speed and
the further, the faster. If you want to know about
the acceleration of a layer, look at how steep
the Speed Graph is. The steeper, the greater the acceleration
or deceleration.
8. Working with the Position Property: [MUSIC] The position property is a bit unique in
how it works within the graph editor because
it's made up of two values; an x and a y-value. The x-value is represented by this red line and the
y-value is this green line. If you forget, just hover over a line and a label will appear. The shape is moving
linearly from left to right as we can see
what this x graph. The y position isn't changing, so that graph is flat. Now let's look at
the speed graph. This just shows
the overall speed, it doesn't separate out x and y. Since these are
linear keyframes, the graph is flat at this speed. Let's go back to the
value graph again, and adjust the spacing
of this animation. First, how easy is, but notice there are
still no handles here. In order to adjust the spacing
of the position property, we need to separate
the x and y values. There are two ways to
separate dimensions. Right-click on the position and choose separate dimensions. You don't have to be in the
graph editor to do this, or use the button in
the graph editor. I can actually delete the y position keyframe
since they're not changing. Now there are handles, and sometimes doing this step messes up the spacing you
had on your animation. Let's try adjusting
the x position. Maybe something like this. One thing to be careful
about here is that you can actually adjust
the motion path or the spatial interpolation
of the layer by adjusting the value graph
for the position property. If I drag this second
handle up so the line extends past the
value of my keyframe, the shape will go past the
final position and then back. Sometimes this can be
useful if you want to create an
overshoot animation, which is one of the
12 principles of animation that I'll talk
about in another class. If you don't want
this to happen now, you can hold down shift to snap the handle to
perfectly horizontal. That way it will extend
past your final value. In order to adjust
the value graph of the position property, you have to separate dimensions. If only one of the
dimensions is animated, then this is usually just fine. But if you have a
custom-specific motion path that you want your
layer to follow, this can get tricky,
and we'll talk more about this
in a later video.
9. Working with the Scale Property: The scale property also
has an X and Y value, but it works a bit differently than the position property. You can't separate the dimensions
of the scale property. In the graph editor, there's only one line for scale in both the value
and speed graphs. But if you unlock
constrained proportions and move one of the handles, there's actually two lines, they are just overlapping. There are separate lines for
the X and Y scale values that you can adjust separately. The same goes for
the speed graph. If you lock the
proportions again, you can adjust the handles and the lines will
adjust proportionally.
10. Graph Editor Exercise: Knowing how to read
and adjust graphs to get the motion you want is extremely important for leveling up your animations, and this takes a
lot of practice. Hopefully you can get to a point where you can just glance at an animation curve
and understand what it's telling you about
the motion of your animation. With even more practice, hopefully you can
watch an animation or look at an animation curve and understand what
adjustments need to be made to make it even better. Let me go through a couple of examples of the words
that I say in my head when reading animation curves. First, you need to know if you're looking at the
value or speed graph. This is the value graph, so the slope of the
line will tell us how fast the shape is moving. Reading this in my head
I'd say slow, fast, slow, or eases out of the
first keyframe, goes faster, then eases into
the last keyframe, or now it would be really slow or eases out of the
first key really slowly, then moves really quick, then eases into
the last keyframe. Now let's look at a
speed graph example. The further the curve is
from zero, the faster, and a steep slope means
that the layer is accelerating or
decelerating quickly here. Here, this would mean that it's accelerating
really quickly, then reaches its peak speed about a third of the way
through the animation, and then just continues
to decelerate or slow down from there. Within the project file you
can download for this class, there's a folder labeled
graph editor exercise. In here, there are eight
practice exercises for you. For half, you'll use the
value graph to manipulate the animation curve and for the other half
to use the speed graph. I'll demonstrate
how this exercise works with this extra
example that I made. Inside these comps, there's a circle with
a linear animation. You don't need to
add any keyframes. The circle is only
animated in the x position and I already separated
out dimensions. Your first step is to
convert these keyframes to easy ease so that you have handles to adjust in
the graph editor, then adjust the
animation curve based on this description using the
graph that it says here. This language isn't
the most precise, so there's a little wiggle
room in the answer. There are different ways
to describe motion, so I try to add
some variety here. Once you think you've
got your circle moving like the description, turn on the visibility
of this red layer so you see the correct answer and compare your circle's
motion and graph. Obviously there are ways
to cheat on this exercise, but that's not going
to help you learn. Hopefully you find
these exercises helpful in practicing
the graph editor.
11. How to Figure Out How to Animate Almost Anything: [MUSIC] Now that you
know the concepts behind motion and how to use
the graph editor, it's time to apply
this to your work. Every time you go to
animate something, get in the habit of asking
yourself why it moves? Is it moving because of gravity? Is it self-propelled? Is it reacting to something? Or is it a combination
of factors? What motivates this movement? When you know why
something moves, you can figure out how
it should be animated. If something is falling
because of gravity, it accelerates
towards the ground until it crashes
into the ground. Now you can adjust your
animation curve to reflect this. Even if you've never
taken a physics class, you probably intuitively
know everything you need to apply this
to your animations. If you're unsure how something
would realistically move, do a test or even better
take a reference video. You can play the
reference video back in slow motion to see the nuances
in how something moves. Or you can import the video into After Effects to
animate alongside it. If you can't take a
reference video yourself, you can usually find a video
for what you need online. Only once you know how
something moves accurately can you push the boundaries
to add more personality, make it move in a
more interesting way, or make it more dramatic. It's knowing the rules to
break the rules situation. In this class, we're mostly
just focusing on animating things realistically, and we'll
leave the rest for later. Let's get started on
the class project.
12. Animate Falling Planter: Let's start applying
the concepts you've learned to
the class project. Here's what the final
class project looks like. Within the project file that you can download for this class, you'll have a folder
called Class Projects. Within that there's
another folder for the finished version. You can poke around
in this finished file if that's helpful to you. You also have a folder
called Start Here. You want to open up
the still-life start here composition, and this is going to be
your starting point. I'm going to use the
same exact composition but I'm actually
going to preserve my start here folder so that I have this blank
starting point, and I'm going to use this one called tutorial, but
it's the same thing. I've already color-coded
some things for you and created some pre-comps. But let's start out with innervating the
pot falling down. You don't necessarily
have to do this, but I'm just going to toggle
the visibility off on all the layers that
we're not working with and shy them from my timeline. This will just make it easier to focus on what we need to see. Obviously we're going
to be animating the position property here, so I'm just going to
select the pot and hit "P" on the keyboard to
bring up the position. The first thing I want
to do is right-click on position and separate
out the dimensions. The reason I'm doing
this is because we're only going to be
animating the Y position, and if I separate
out dimensions, then I can adjust
the value graph in the graph editor which
I find a little bit easier for something that really involves physics like
this pot falling. First I'm just going to go, let's go like 15 frames
into the future and just set the Y position for right here when it
lands on the ground. Then I'll go back to the
start of the timeline, and let's just bring the
Y position all the way up so that this is off-screen. These are going to
be linear keyframes. This animation is
just going to look a doll and just falls
at a constant rate, and that's not really realistic. First I'm just going to
click and drag to select both of these keyframes
and apply Easy Ease. Remember there's multiple
ways to do this, but I like to use the keyboard
shortcut which is F9. Now this is going to move
on Easy Ease motion. If we look at the graph, this is the value graph, and I can tell that
this animation is going to be going slow because the slope is
not that steep here, and then it's going
to speed up in the middle because the
slope is steepest, and then it's going
to slow down because the slope level is off right before reaching
the last keyframe. Because I separated
the dimensions, I can now adjust these handles to manipulate
this value graph. That's a really important step. This flower pot is moving
because of gravity. Gravity accelerates
things towards the ground until they
crash into the ground. There's actually a number
for this in physics which is 9.8 meters per second. If you didn't think
that you knew this, you could probably think through it and come to the
right conclusion. Think about if you dropped an egg from a really
tall building. It's going to speed up
so much as it's falling that whole distance that when it hits the ground it's
definitely got to splatter. But if you drop the same egg from closer towards the ground, like when you're
standing on the ground, there is a chance that
it might not even break. This is because it
had less distance, less time to speed up
as it was falling, so it hits the
ground not quite as hard as if you dropped it
from that tall building. This physics fact and thought
experiment just tells us that things don't slow down right before they
reach the ground. There's nothing there that
would cause it to slow down. Things accelerate towards the
ground because of gravity, so Easy Ease is wrong,
so let's fix it. I'm going to take this
handle and drag it down so that the graph is
not leveling off. Now the graph just keeps being steep all the way through
this last keyframe. This means that it's going to accelerate until it
hits the ground. You can already tell
that that looks a lot better and it makes
the pot look heavier. I can actually adjust
how heavy this pot looks by adjusting this curve. If I make it more like that, the slope of this graph
is still pretty steep. It's not leveling off, it's not slowing down. But you can see that
the pot looks a lot lighter in this case, than if I were to drag this handle all the
way down like this. Now it really comes to
a third on the ground. I'm just going to make that
somewhere in the middle. I think this looks pretty good. I think it looks pretty accurate to a heavy pot with dirt in it. I'm just going to jump over to the speed graph really quick, because remember how I said that the slope of the speed
graph is acceleration. If you look at the slope
of this speed graph, you can see that it's
always positive. The slope is always positive at any point along this graph, and that means that the pot
is always accelerating. If you remember back when
we had this at Easy Ease, the slope is going to be positive here and
then negative here. This would mean that it's
actually decelerating here. I just wanted to show you the speed graph just to
explain acceleration again and show you that the speed graph
doesn't always have to go up and back down. If there's an
acceleration when it hits the ground or when
the animation stops, then it will just have
this line here AND the graph won't actually
come back down, curving back down to zero. This is exactly what we want. The next step is to add a
little bit of a bounce to this. It's not going to bounce a
lot because this is heavy, but I want to add a little
bit more interests. What I'm going to do is
just go maybe five frames forward in time and just set another Y position keyframe, That's the exact same for this ending
point on the ground. As you would expect, this
doesn't have any animation in-between these
last two keyframes because these are the
same exact value. Now, if you did get an animation that you
weren't expecting, sometimes that happens, but in the next step, we'll fix it. I'm just going to go back
into the graph editor, and we can just adjust the graph with these handles
to add a bounce. Remember that this is a
graph of the y values. You can think of this as mirroring what's happening
in the composition, but the graph is
just upside down. The bottom of the graph here is when the pot is at the
top of the composition, and then when the
graph is up here, the pot is actually at the
bottom of the composition. You just have to flip
this graph in your mind. If we increase the size of this curve right here
which is the bounce, the pot is going to
bounce higher up. The reason that this
graph is upside down, it's just because of the way the after-effects
defines the coordinates, so it defines it as 0,0
being in the top left, and then the x values increase as you go from left to right, and the y values increase as
you go from top to bottom. Just flip this graph in your
mind and it can help you think about how this is
actually moving in space. As you can see, when I increase
this shape of the bounce, the pot bounces is higher, but I actually want it to be a really small bounce
because again, this is a heavy pot, so it wouldn't bounce that much. If it helps you,
you can zoom into the graph by hitting
the plus key. We just want to make sure that this looks like a bounce would. The graph should be
steepest as it's like hitting the ground
and going back up. Then as it switches direction
in the middle of the curve, it's going to be
leveling off and then it should accelerate back
towards the ground. Our graph is pretty
reflective of that, so let's just play this back. Yeah, I think that
looks pretty good. Obviously you can spend a lot of time adjusting the graph editor, but hopefully as you
practice you'll get better at getting something
that you like with less time. I think that looks pretty good.
13. Animate Falling Oranges: [MUSIC] Next, I'm
going to animate the oranges falling into the bowl because this animation is really similar to the pot but obviously the oranges are made of a different material, and they are different weights. We'll factor that into
how our animation looks. First I'm just going to select
all three of the oranges, hit the "Position" property, right-click it and
separate the dimensions. I'm going to have to
do that on each one [NOISE] but now, that is set. Let's just do one
orange at a time. Let's say this takes
about 15 frames to fall, and I'll set a Y
position keyframe on the first orange for
right here at 15 frames. Then let's go back in time and just bring
this all the way up, so it's off of the composition. Of course, we don't
want linear keyframes, so I'm going to apply Easy Ease and then go into
the graph editor. Again, we don't want this to be this Easy Ease curve
because we don't want it to slow down as it
reaches the ground. I'm just going to
drag this curve out. Let's even hide this pot just
so it's not distracting. I think that looks pretty good. We can make a couple
more adjustments. Maybe it doesn't Ease-out of
the first keyframe as much. It starts moving a little
bit faster sooner. Once you've tweaked this
graph to your liking, now let's add that bounce. I'm just going to go forward, maybe five frames and set
another Y position keyframe. Let's actually have this orange
bounce a couple of times. I'm just going to go and set
more Y position keyframe, the same exact value. Let's make this
balance four times, so we need five total Y
position keyframes here. Now let's go into
the graph editor to actually create these bounces. Now I can just click on
in these keyframes to get the handles and then drag the handle down to
create a balance. I'm just going to do
that on each one of these bounces really quick and then we'll go back and adjust. I want the first bounce to be the highest one because
that would be realistic. It's going to bounce
up highest and then lose momentum or lose height
of the balance as it goes. I'll just adjust my
graphs to reflect that. What I'm creating right now
as I'm creating this bounce, this kind of graph is
called a decay curve. When you look at the graph, if you draw a straight line from the starting point
to the ending point, your bounces shouldn't
actually touch that line. They should decay a little
bit exponentially over time. In other words, the
first bounce is the highest and then they shrink a little bit
more each time. Let's play this back to
see where we're at so far. That bounce is obviously
happening way too fast. I'm going to adjust
the timing of this before I adjust
the curve anymore. You can adjust the timing in the timeline or you can actually adjust it
in the graph editor. I'm going to click and drag to select all of these keyframes, and then holding down
Shift to make sure that I don't change the
value of the keyframe. I'm just going to
slide this out. Maybe it lands the first
time like 18 frames. It took 15 frames
for the pot to fall, so it makes sense
that the orange would take just a little bit longer to fall because it's lighter. Then I'll select the
last four keyframes and drag those ones out. Then we'll select these
and drag those ones out. Each time it bounces, it's not going to take as long because it's not
bouncing as high. I'm adjusting the
timing accordingly. Something like that looks
a little bit better but now, this is
bouncing really high. When I adjusted the timing
it actually adjusted the graph too a little bit, so let's just bring
this way back down. This one too. Another thing to think about when
you're working with a decay curve is that you want the handle that goes
into the keyframe, the one on the left to
be just a little bit longer than the one going
out of the keyframe. The one on the
right. In this case that one looks pretty good. Then this one on the next
keyframe should be even shorter than the second
one on the last keyframe. Just like the balances
are decaying, I want these handles
to decay to. That's because when this is
going into this keyframe, it's going really
fast and then it's losing momentum as
it bounces back up. Then when it bounces
back up a second time, it's lost even more momentum, so the handles should
reflect that too. I'm just going to go back
in and adjust the handles, make sure that's happening. That one's way too long.
Something like that. If we see all the handles, you can see that they are also
matching that decay curve. For each keyframe, the
handles are pretty symmetrical if you
look at the angle. Let's play that back
and see where we're at. That's looking way, way
better than it was before. I'm going to tweak this graph
just a little bit more. I think that this part
can be a little bit faster as the smaller
bounces happen. I'm just going to adjust the
timing here a little bit. I think that looks pretty good. Maybe the last bounce
is a little too high. This is just going
to be fine tuning, playing it back and making small adjustments until you're
happy with your animation. Then once you're happy
with your animation on the first orange, we can just copy the Y position. I'm selecting it
over here to select all the keyframes and then
hit "Command C" to copy. Then since we separated out the dimensions of these
other two oranges, we can give them the same Y
position as the first orange. I'm just going to
hit "Command V" to paste those keyframes. Right now they look like
they're all stuck together, but I can just offset them in time to make it look
much more interesting. Let's just move
orange three back, or let's do it four frames. Then we'll move orange two back an additional three frames. Now this looks a lot
more interesting. Now obviously, these oranges would probably be hitting each other and colliding and
creating some different motion but I'm not going to worry
about that for this. One other thing that we can
fix is that originally I had my oranges at different
levels inside the bowl. To fix this, it looks like orange number two needs
to be a bit higher. I can just take all of these Y position keyframes and just make sure that
they're all selected. Holding down Shift, I'm just going to drag these up. Something like that, and I'm going to bring this orange three down
just a little bit. Selecting all of the keyframes, I'll just hold Shift
and drag these down so that they're
at different levels. That didn't affect the bounce. It all still works.
14. Animate Falling Watering Can: [MUSIC] Now let's
animate the watering can falling into place. For this one, I'm going to add a little bit of
rotation as it falls, so it's going to land on its corner and rotate
and fall into place. First, what I need to
do is make sure that the watering can handle is
parented to the watering can. That way, I can just
animate the watering can, and the handle will be attached. Then next, I need to use
the Pan Behind tool, so this tool, or Y on the keyboard, and I'm going to move my
anchor point where we want to rotate the
watering can around. If I zoom in, let's
try to put that right here on this corner. You can hold down "Command"
to snap into place, so that just snapped it to the
bottom-edge of this layer. Now I can go back and go
into the position property, and make sure you select your selection tool back
with B on the keyboard. Then with the position
property selected, I'm going to "Right-click" and
go to Separate Dimensions. Now let's animate
the Y-position. At 15 frames, it'll be down on the ground and
then at zero frames, we'll move it all
the way off screen. Now this falls into place. Let's add easy ease, and then work on
the Graph Editor. F9 for easy ease and then
with the keyframes selected, let's go into the Graph Editor. Remember, we don't want
this to slow down as it reaches the ground because
that makes no sense, so I'm going to take
this handle and really drag it down because I
want this to look heavy. Remember, the steeper
the slope here, the heavier this
is going to look because the faster
it's going to go. I think that looks pretty
good. That's a good thud. Maybe I can even adjust this, so it starts falling faster
sooner. I'm happy with that. Now let's go back and
add that rotation. I'm just going to
hit "Shift" and "R" to bring up the
rotation property, and keep that position
property up too. I'm going to have
the rotation be, let's say maybe like
eight, right here. Let's set that keyframe. We can have it
rotating in the air. Maybe it starts at zero and
maybe the weight of this, the center of gravity
is a little bit off, so that's why it's rotating. Then it's going to need to
rotate back into place, so say about here. Let's rotate it back to zero. Let's easy ease these keyframes, and then we'll adjust
them in the Graph Editor. So far, it looks like that. I feel like right here, it's going a little slow, so that's something we can
work on in the Graph Editor. This is the value graph
of this rotation. I want it to rotate instead
of slowing down right here, because there's really nothing that would cause it to slow down as it's reaching its final sitting-on-the-ground
position. I'm going to bring this handle
up to make that faster, so it accelerates into that rotation till
it hits the ground. It makes sense that it would accelerate into
this orientation, where it's sitting
on the ground, because gravity is
what's pulling that, or changing that rotation so that it sits down on the ground, so it should
accelerate into place. Also, at this point, there's nothing that
would really cause the rotation to
start slowing down, so I'm also going to
adjust the graph for this so that it accelerates
into that rotated state. Maybe I want this to be rotated a little bit more as we start seeing
it in the frame. I can just also
drag this one back, so it rotates a little sooner. We can just go back and try tweaking things until
it looks really good. I think that looks good for now. Let's also add a bounce to this. I'm going to go to this
last rotation keyframe and set another
position keyframe. Now we need to go into
the Graph Editor, and create that bounce just like we did in the last video. I'm going to drag
down these handles. Remember, however big we make this little curve of the graph, it's going to be how high
the watering can rotates. That is going to be too high, I think, because this
is really heavy. Let's try something like that. I think that looks pretty good. It looks like it's heavy, but it's made some some kind of material that makes it
a little bit bouncy. I think we're good
on this animation.
15. Animate Orange Slice: [MUSIC] Let's animate
the orange slice, falling, bouncing, and rotating. Pay attention to what
the orange slice looks like in the
final animation. At the end there, it
rocks back-and-forth, so we'll do that too. I've already pre-comped all the different pieces of
the orange slice. This orange is a composition with all these different
things inside of it, but you really only need to worry about the
composition itself. First, let's just go into the position property
and separate dimensions. I also want to change
where it's going to be rotating from so I want to move the anchor point
down to the bottom. I'm just going to use
the pan behind tool, which is Y on the keyboard, and also hold down command to snap it to this bottom edge. Now let's set the
position keyframes. For a lot of the objects
that were heavier, I was using about 15
frames and then I think I used 18 frames for the
orange to fall in. But this orange slice is going to be even
lighter than that. Things that are lighter, obviously, if you
think of a feather, it's going to take a lot
longer to fall to the ground. Maybe let's go to like let's say 23 frames and we'll set
Y position keyframe. Then as always, we'll
go back to the start of the timeline and bring this
all the way out of frame. Let's add Easy Ease and adjust
this in the Graph Editor. As it falls, it should not
slow down and that looks fine. We'll adjust this, even more, when it bounces. Let's animate this bouncing. I'm just going to go here on the timeline and set
another Y position keyframe. I actually want this to bounce quite a few times because it's light and it's a
bouncy material. We'll just set like
let's say 1, 2, 3, let's do six bounces, or five bounces, six
keyframes worth. I have six of the
same keyframe here. Remember that as things bounce, it's going to take a little bit less time for them to bounce, so try to just adjust these
keyframes accordingly. Now let's go into
the Graph Editor and adjust the animation curve
to make it bouncing. We'll just drag
down these handles for each one of these bounces. I just do this really
roughly the first time around and then adjust. I think that could
go even higher. Remember this is going to
be the lightest object so it can bounce the
highest, probably. This one could be a
little bit higher. I'm creating another
decay curve here, making sure that the
handles are symmetrical. If you look vertically, draw a line right here. Also that the second one
is just a little bit smaller and that the bounces
are decaying over time. This obviously needs
to be a lot smaller. If it helps, you can zoom into the graph just to see
it at a bigger scale. I think some of these
in the middle here are a little bit too similar,
so let's adjust this. [NOISE] Maybe the last one can be even smaller. Just adjust again. Maybe all these need a
little bit of adjustment. Here's what we have so far. I think this motion is
a little bit too sharp. I'm going to go
into the graphs and pull these handles
to make the graphs a little bit less steep. That's going to be
making the handles a wider upside-down V. [NOISE] Now let's see if
that looks better. I think it looks a
little bit better. I think there's
one bounce in here that pops up a
little bit too high. I think it's this one, so
let's bring that down. [NOISE] That looks better.
One little trick for you, if you have a hard
time seeing it play back in real-time and
catching what's wrong, you can go into your preview panel and then make sure that
timeline is selected. If you change the frame
rate to something that's less than your
actual frame rate, it'll play back in slow motion. If I just set that to 15 frames, because I'm working
in 30 frames, now it's going to play it
back in slow motion so I can more easily see
what's going on. When you're done watching in slow motion make sure that you always change the frame rate back either to auto or to your actual frame rate so that you see
things in real-time. Now let's go and add in
that rotation value. I'm just going to do Shift R to bring up
the rotation property. At this point when it
first lands on the ground, I'm going to rotate it, let's say back like, what's doing pretty far, something like that, and I'll set this rotation keyframe. But if you look really closely, you'll notice that
this is actually going through the
ground right now. To compensate for that, I'm just going to
adjust the Y position. With my layer selected, I'll just use the arrow keys
to nudge this layer up so that the bottom of the orange is just
touching the ground. Then on the next keyframe, I want this to rotate
back the other way. Started off at negative 36, I want to do something in the positive direction but
a little bit less than 36. Maybe let's just do 22. Again, this is going
through the floor, so I'm just going
to nudge it up. Let's go to the next keyframe and go back the other direction. Something less than
our last keyframe. We can always adjust this later. That looks good and I'll
nudge this back up. It's important that
we did the position key-frames first and
then the rotation. That way we can just adjust
the rotation afterwards, it makes it a little bit easier. Back again the other way, and nudge that up a tiny
bit and back again. Again, this is
decaying every time it rotates and doesn't need to be adjusted too much
on the Y position. Let's even rotate this a little bit after it's
finished bouncing. I probably needed to rotate the previous keyframe
is a little bit more, but we can adjust that
later in the Graph Editor. Now let's just add Easy Ease to these keyframes and go into
the Graph Editor to adjust. This is the value
graph of the rotation. We want the values
to decay over time. This is narrowing down. But these keyframes, this
one needs to be higher. Let's just drag that one up so that we have this
nice decaying shape. Maybe this one needs to go
down, something like that. Maybe this timing needs
to be adjusted here. Let's see what that looks like. That looks pretty
good, but if we think about what the rotation
should be doing, it shouldn't be
doing an Easy Ease. We need to adjust this graph. As it comes and hits the ground, again, like I've been
saying many times, it doesn't make sense for
this to slow down as it's reaching the ground because
gravity is pulling it down, also pulling that
rotation value, so it should accelerate
into this keyframe. I'll just drag the handle
down to reflect that, and then as it rotates
back the other way, the same thing here. Drag this keyframe up. It's not slowing down as it
gets into that keyframe. Then same thing here and here and then we got one
more on this last bounce. Then as it rocks back and forth, I think it's okay that it does this Easy Ease because
it's less about gravity and more
about the friction of the floor and the orange. Let's play this back. Once you see the rotation and the position keyframes together, you might want to go back
and adjust some things, but overall, I think this is
looking pretty good. [NOISE]
16. Animate Falling and Rotating Bowl: [MUSIC] Now let's animate
the bowl falling into place, but let's also give
it a rotation. For this one, I'm going to actually give it two rotations. It's going to
bounce from side to side, and then land in place. [NOISE] First, I want
to make sure that the bowl base is the thing that's going to
be driving the animation. I'm just going to parent
the bowl to the bowl base. I need to adjust that
anchor point again. Let's zoom in. Let's move that anchor point to
this bottom corner. Using the pan behind tool, which is Y on the keyboard, it's going to hold
down command to snap that into this
bottom corner. Now let's go into the position
and separate dimensions, then let's go to 15 frames and set a
Y position keyframe, go back up and move this all the way back up off
of the composition. Now this is going
to fall into place. But I have the
oranges shown here because the oranges obviously need to fall after the
ball hits the ground. I'm just going to move
these oranges back. Let's move him back all the way till one second to get
them out of the way. Now we can add Easy Ease
to these keyframes, and go into the graph editor,
and adjust the motion. As always, we don't
want things to slow down right before they reach the ground when they're falling. Let's adjust that curve. That looks pretty good. Maybe I'll make it speed up
a little bit faster here. This ball is pretty light; probably the lightest thing
that I've animated so far, maybe besides oranges. We'll just adjust that
curve. I think that's good. Now let's add the rotation. Do Shift R to bring up
the rotation property. Then let's rotate this
bowl when it lands to negative 12, and
set that as keyframe. At the start of the timeline, maybe it's not rotated all
the way to negative 12, maybe it's only at
like negative 4, just starts falling a
little bit off-center. [NOISE] I'm going to add Easy
Ease to these keyframes, go into the graph editor. There's no reason why
this should slow down as it's reaching the ground. There's nothing there
that would cause it to start slowing down its rotation. Bring this handle up
so it keeps speeding up as it gets into
this rotation. Now it falls and
lands just like that. Now we need to balance it and rotate it back
the other direction. It probably needs to rotate
back right about here. But the tricky thing is, if I rotate this
back the other way, the bowl is going to dip below the floor because it's rotating
around this anchor point. I'm actually going to
rotate this back to zero, and we're going to
set up a controller to allow us to rotate
around this point. What I want to do is go up
to layer new null object. Now we can take this
null, and put it where we want the rotation to be,
the second rotation. I'm going to zoom in so I
get this exactly right, maybe even saw the bowl
base and the null to make sure that I
can see what I'm doing without the ground
being in the way. Now, this null is exactly where we want the second
rotation to be. What I'm going do is parent
the bowl base to this null. We can rename this
null because it's always a good idea to
label your layers. I'm going to name this
bowl rotation controller. Now, if I rotate this, you can see that that
bowl can now rotate around this other axis. It's like we've given it
an extra anchor point. I'm actually going to undo, go back to zero because we
need to set a keyframe where this bowl rotation is zero and that's going to
be right here when it's rotated up on
the other side. Now when it's in place, when these two
things are aligned, now we can rotate the
null to rotate the bowl. It's important that you set this keyframe to be
at zero rotation, and then when these two
things are aligned, the null and this
corner of the bowl, then we can use the null. If you were to use
this null to try to rotate the bowl when
it's over here, it's not going to give
you the effect you want. It's going to rotate
around this point. But since this point is
not line up with the bowl, you're getting an effect that
you probably don't want. It's important that we set the keyframes in this way
so that you can rotate the null when it's aligned with that corner of the bowl where you want the rotation to be. Let's rotate this
just a tad bit more. Now we want to bring the
rotation back down to zero. We'll set the nulls
rotation back to zero. Let's Easy Ease these
rotation keyframes on the null and go into the graph
editor to adjust them. This is going to
be very similar to that rotation on the
base of the bowl. When it's rotating
into this place, it doesn't need to slow down, there's nothing that would cause it to start slowing down. We need to make sure that
this graph doesn't level off. I'll just drag this
keyframe down. It might start slow here as it's gaining
momentum because of gravity, pulling it down into
place and then here, there's no reason why
it would slow down; gravity is accelerating
things towards the ground. This handle should be
more up like this. It makes it feel like
it snaps into place. But that looks a little bit
awkward without the bounce. So let's add that in. [NOISE] Right here, I'm going to set a Y position keyframe. This will be the first bounce and is actually
going to have two bounces also another Y position keyframe aligned with
this last rotation. Then we can go into the
graph of these keyframes on the Y position and add that bounce by pulling
these handles down. [NOISE] I think that's pretty good about the
height that I want, maybe a little bit less. [NOISE] Actually, that's
a little bit too high, I guess, let's bring it down. Remember, we want the second
handle to be a little bit shorter than the first handle
because there's going to be a loss of momentum
as it bounces. It's pretty good. Let's
play back what we have. [NOISE] We can keep tweaking
this to make it even better, but we'll call
that good for now.
17. Animate Orange Bouncing: [MUSIC] Let's animate
the orange that bounces off the bowl
and then rolls. Pay attention to that orange
in the final animation. We're going to start
by just animating the orange in the Y position, and then we'll add
the X position, and later in a different
video, we'll add the leaf. I'm actually just going to hide the leaf and shy it for now. I'm going to go into the
position property of the orange and separate
the dimensions. Since I've already animated those other oranges
bouncing into the bowl, the animation on this orange should be pretty
similar to that, so I can use that as
a starting point. I'm just going to go
into my shared layers and go to one of the oranges
I've already animated. Let's just copy this Y position. By selecting the
Y position here, it'll select all the keyframes, and I can do a
"Command C" to copy. Then I can just shy
all the layers again. Go back into this orange, hit "P" on the keyboard. Since these are
already separated, I can just hit "Command V" to paste those Y
position keyframes, and it's going to maintain
that same X position but I actually want to
move the X position over, so that it lands on
top of the bowl. We'll need to move this
whole layer forward in time so that it happens after the bowl
has already landed. Right here is where I
want to make sure that the bottom of this orange is lining up with
the top of the bowl, like it's hitting
the rim of the bowl, so I'm just going to
move that X position over like that, and then I can also
adjust the Y position. I'm just going to select this one keyframe and just
nudge the Y position up. I just like to use
the arrow keys on my keyboard for this. That's looks like pretty good but let's zoom in and
make sure it's perfect, and then we can also nudge
the Y position over, so I want to click the
center of the orange to line up with the
edge of the bowl. I think that looks pretty good. Now, it will fall into
the bowl that it's going to bounce and I want
it to now hit the ground. Notice right here,
this keyframe is not exactly aligned
with the playhead. It's actually
in-between a frame, so I need to just drag
it a little bit over and this Y value I actually want the orange to
be on the ground, so I'll just nudge it
towards the ground. I think the value for the
ground should be like 766, so I can just type that in. Then all of these
other keyframes afterwards should also be
landing on the ground, so I'll just type in that 766 value because I know that's where
they should be. Right now the orange
is going to be bouncing up and down in place. It bounces once on the ball and then just bounces
on the ground but I want this to be
moving to the left. Right here where it bounces
onto the rim of the bowl, that's what I wanted to
start moving to the left. I'm going to set an X
position keyframe right here. Then, let's just go forward in time to the last keyframe. We'll just drag out
the X position. This is cool because you can
now see the motion path. You can see all those bounces. I'm not exactly sure
where I want this to be. Let's just unhide some of my other layers for perspective. I know that it was like that, and maybe let's see what
the flowerpot looks like. I think that's about the right
position for the orange. I'm just going to
hide those two layers again and try them. Now the orange is
bouncing off of the bowl and moving to the left. It just abruptly stops
at the end and I want to have it roll a little bit
before it gets to the end here. What I'm going to
do is just move this keyframe out and then
set another keyframe here, that aligns with the
last Y position. This way I can know that this is going to be
a linear animation, and I can add an easy
ease to this one, so that it eases into that
final resting position. Now if we go into
the graph editor, we want to make sure that
this line is pretty straight. This line is constant. It's a pretty straight
diagonal line. Then it's going to
ease into this value. We can maybe pull out
this handle a little bit more and adjust the timing, so that this line is straight, and then ease into
this final value. This last piece of
the graph is curved, showing that it's slowing down as it reaches its
final position. Let's see what we have. You might need to go
back and adjust this, but I think we're
pretty good here.
18. Animate Reactive Motion: Plant: [MUSIC] We've
already animated the pot falling into place, but now let's add the plant. The plant is going
to be reacting to the motion of the pot falling. I've already created
this plant stem pre-comp for you that has the stem and all the leaves for this one strand
of the plant. Then in our final animation, we can just duplicate that plant stem multiple times
to have a full plant. The first thing we need
to do is make sure that the plant stem is
parented to the pot, so that way when the pot falls in the plant
will come with it. Next, we can add
a bend effect to this plant stem to make
the whole thing bend. Go over to Effects and Presets
and search for CC Bend It. Then you just want to apply
CC Bend It to the plant stem. If you look closely,
it's cut off my top leaf so what I
need to do is just adjust the start and end values so that the whole thing is
visible. This is the end. I'll drag it up so my
whole leaf is showing. Then on the bottom, I'll just drag this all the way down to the bottom of the stem. In the effect controls panel, you should see CC Bend
It on your layer and you can adjust the bend
value to bend this stem. Now we can animate this
bend value to animate the plant reacting to the
motion of the pot falling. While this pot is falling, I think I want this plant stem to be pretty straight
up and down like this, like it's blowing in the wind that's created
from the pot falling. But then the final look of
the plant stem won't be curved because I think
that just looks better. I'm going to set a
keyframe a little bit in the middle of these
first two keyframes while the plant is falling. This will just be, well, it's straight up and down. The bend value will be zero. I'm just setting the keyframe
up here in Effect Controls. Then if I go click on my layer
and hit U on the keyboard, that'll show any
keyframes on this layer. Now I can also animate
this down here. Then once the plant
hits the ground, so lining up with this keyframe, I want the bend to
be pretty dramatic. Maybe something
like that. Then as the pot bounces back up, we can have this go back
up, maybe like that. Then as it comes down, maybe we'll have the plant
stem bounce a little bit. It'll go back this way and then back like that and maybe that's
its final position. Now I'm just going to select
all of these keyframes and hit F9 to easy ease them. Then let's go into the
graph editor to adjust. This shape is looking
good overall, we want the amount of
bend to decay over time. But let's just play back our animation and
see how it looks. It looks like this
bounce is way too fast. I'm just going to go and
drag these out a little bit. Let's see what that looks like. This comes to a sudden
stop right here. Maybe we want it to end as it's moving down
instead of up. I'll just bring this
down a little bit more. Then let's make sure
that our animation curve still has that nice decay. Maybe this point needs
to be a little bit more. I just want to make sure that
this is like a cone shape. Let's also make sure that it's really easing into
this final value. We'll drag out this handle. Then it's starting to bend pretty soon at the
beginning here, so I'm going to drag
out this handle so that it's more sudden when it hits the
ground that it bends. I might even need to move
this entire keyframe over. Take it a little bit
more time so it can just like very suddenly bend. I'm making this slope
really steep right here. I think I need to
adjust the timing a bit more so this
is happening too quickly. Let's try this. It's looking better. I think the timing is still
too fast here at the end. Let's try that.
Looks pretty good. I think it still ends roughly. Maybe we need to adjust these and let's do that
in the graph editor. Maybe we can just bring this amount of bend down
a little bit so it's not having to do such a big
change at the last keyframe. I think that's
going to be better. Let's play it back in real time. I think that looks pretty good. It looks like the plant is reacting to the pot
falling into place. Now let's animate
the leaves within the plant stem to make this
animation even better. This will make it look a
little bit more fluid and the leaves aren't so stiff when they're attached
to this plant. I'm going to click into
this plant stem layer. But first I want to
put my play head over this first keyframe on the bend value so that way I know where it is when
I'm in this composition. I want to animate these
leaves so that they are most upright when the plant
is most straight. That's when it's falling down. I'm going to go into
the rotation for this leaf and let's
just bring this. It's even more
straight up and down. Maybe like six. Then the opposite leaf on the other side of
the stem should be the same rotation but
negative, so negative 6. Let's set rotation
keyframes for these and then go up the plant
stem doing the same thing. This leaf, this leaf, and this leaf should
be six as well. Then this leaf, this leaf, and this leaf should
be negative 6. The top leaf probably can just stay rotated straight up
and down just at zero. Now I just want to
make sure that I set keyframes for all
of these values. Now, as the plant stem is coming back into a bent
position right here, I want the leaves to
bend accordingly. The leaves on this
half of the plant should bend down more
and leaves on this half of the plant should
probably been even more straight up and down so that they're tilting
more towards the left. Making sure my play head is
over this second keyframe, I'm going to click into here. Now I know where to
set these keyframes. Let's just bring
this down so maybe like still negative 10. Then on this upper leaf, maybe we could also
rotate this to like, let's do negative 10 here too. They're both tilted in the
way that it's bending, which makes sense for how the
leaves will really react. We can do the same thing for the other leaves on this stem. These three will be negative 10. These three will
also be negative 10. Everything's at
negative 10 right now, except for this top
leaf which we can just rotate till it looks good. Maybe negative 10 is good too. Back in our main comp, you can see that this
looks a little bit more, the leaves are participating
in this motion too. If we move on to
the next key frame, let's make these leaves
stand more upright. Maybe not as upright as they were at this very
starting position, but a little bit
less bent towards the left as they are in
this second key frame. I'm going to click
into my plant stem again and let's set
these key frames. Let's rotate this leaf
to how about four? [NOISE] These other three leaves on this side can probably do the same and then on this side we'll bring
these ones back down, so maybe they should
be like negative 4. Our top leaf could be
maybe just negative 2. Let's go back into
the main comp, and then going to our next key frame
we'll click back into the main plant stem and now let's add more
rotation key frames. This first set when they were rotated to the
left these were are at negative 10 but this was
more bent to the left, so let's make this a little
bit less than negative 10. Let's try negative 8
and we can actually do that on all of these,
so negative eight. These were the same, so negative 8, and this top leaf. See what looks good, probably actually
negative 8 again and then let's go back and go
to our next key frame. This new set of key
frames should be this set of key frames
but a little bit less, so this was at negative 4 and
4 on this side so let's do. For these guys we'll
do how about two? These ones on the right
side we'll do negative 2, and our top leaf let's
just do negative 1. Going back into our main
comp one last time. This is the final resting
position so let's make this like these key frames
but a little bit less. These ones we're at negative 8, so let's do negative 5. These ones were at
negative 8 also, so we'll do negative 5 and then this top leaf maybe
just negative 4. I'm just going to select all of these key frames and
do F9 to ease them. Let's go back into
our main comp, and let's see what
this looks like. Hopefully you can
tell that, that looks a little bit more fluid. The leaves are bending as well, so it just makes it look a
little bit more natural. But one thing we can do is make the leaves react
to the motion of the stem moving because if you think about how these
things are all connected, so the pot is driving
this whole animation. All of the motion is happening because the pot is falling. The stem is rooted to the pot and then the leaves
are attached to the stem, so the reactive motion
should have a ripple effect. Starting with the
pot moving into the stem and then
into the leaves. We should start animating
these bottom leaves first probably after the stem. The stem is the bend and then the leaves starting
at the bottom should animate first after that and then a little bit offset
would be the next set leaves, the next set of
leaves, the next set of leaves until this final leaf. I'm just going to go
back into my plant stem and let's offset
these key frames. Let's just move every
single key frame one frame back so that
all the key frames are offset from our bend key
frames on the plant stem comp. [NOISE] We're going to take
the next set of leaves; so this one and this one, and move those key frames
one more frame over. The next set of
leaves going up I'll take these key frames and move them one frame over
from the previous step, and then on these last ones
we'll just take the top leaf to move these ones over one more and the very top
leaf can move over one more. If we just play back this comp, you can see that it has
a more rippling effect. It's a little bit
more slowly and natural than all moving at once. If you think of the motion
as being driven from the base of the plant
or the stem moving up, then this animation makes sense. If we play this back the play of stem looks a
little bit more flowy, fluid, and more
natural, and realistic. What we need to do from here is just duplicate
this plant stem so we have multiple plant
stems within the pot. I can just select this one and hit "Command D" to duplicate it, and then I can just
drag it over but I want this plant stem to be bending
in the other direction. Rather than adjusting all of these bend values I'm actually just going to
take this plant stem, hit "S" on the keyboard and then adjust the scale to
flip this horizontally. I'm going to unlock
the constrained proportions and then do negative 95 in the x-direction, and that's going to
flip it this way. I can also just move
it to where I want it. We have two plant stems but they're moving in
the exact same way, just mirror image which
looks a little bit weird. It's like antlers or something. Let's take this
duplicated plant stem and go in to the
bend key frames, so I'm selecting all of those. To go into the Graph Editor, we can actually adjust all the values at once
within the Graph Editor. To do this, you need to
make sure that you have Show Transform Box
checked so it's blue, and then you can
click-and-drag over your entire graph to select the whole thing and now we can treat this as a shape
that we can manipulate. We can drag the whole thing up and if you hold down
Shift it will make sure it doesn't slide
it left and right. This whole thing is a
little bit less bendy. You could also make the
plant stem more stiff by shrinking the difference
between the bends. that's looking just
slightly different. But one thing is
that when I did that it's going to change
this first value so this plant stem is not
going to be as straight up and down at the beginning
and I still want it to be. I'm just going to
set this bend value back to zero for the
first key frame. Another thing we could
do to make this slightly different is to
adjust the scale. Maybe this is
negative 100 and 100. Just to be a little bit bigger, adjust the position of it. Let's do this Whole thing
again to make a third stem, so I'm just going to
duplicate the main one , drag it over. Let's make the scale 105 just to make it
have more variety, and let's go into
the bend key frames. We can actually just click-and-drag over
part of the graph, that way it doesn't
mess up this first bend over zero which I
want to maintain. We can just drag these up so that this stem is
overall less bendy, and then maybe I'll drag
this bottom up just to make the whole stem
not bend as much. Let's see what this looks like. I think that looks pretty good. All the stems are
bending at once which looks a little
bit unnatural, so maybe I can just offset
the key frames on each of these stems to make it a
little bit more offset. They're not all happening
at the same time. I'm just going to select
all the key frames on this middle stem, drag them one frame over, and then maybe all
the key frames on this one can go two frames over and I'll just keep a
little bit more variety. Here's the final animation
on the plant stems.
19. Animate Reactive Motion: Orange Leaf: [MUSIC] This little leaf
on the orange should be reacting to the motion
of this orange falling. Let's animate that now. First, I need to make
sure that the leaf is parented to the orange
so it stays connected, and then I need to make sure
that the anchor point of this leaf is going to be
rotating from the right point. I'm going to use the
pan behind tool and hold down command to
snap this into place. Now, obviously we
already animated the orange so we can adjust the leaf's rotation according to this animation on the orange. But first I actually
want to make sure that the orange is rotating because it's going to be bouncing off of this
bowl right here, the bowl that you can
actually see right now. There's this bowl that
it's bouncing off of, and then as it
bounces from here, it should be rotating
just to make it look a little bit more
interesting and realistic. I'm going to set those
rotation keyframes first. It hits the bowl
here, so I'm just going to hit R on
the keyboard to bring up the rotation and
set a rotation keyframe. Then let's just hit U to
see all the keyframes. Let's go forward in time, and it should continue to
rotate until it stops. Let's just make it do
one full rotation, but I'm actually going
to make it negative one, that way it'll rotate this
direction, counterclockwise. Now we need to animate that leaf doing something that looks
more natural than this. I'm just going to
drag the leaf layer so that it aligns up
with the orange layer. This isn't super necessary, but I just like
to keep my layers neat and organized like this. As the oranges falling down, I want the leaf to be
straight up and down, like the plant sounds, like the wind of falling is blowing
that leaf up straight. Let's just change the
rotation to negative 180. Our leaf isn't really attached to the orange at this point, so let's just move it over and just place it
where it looks good. Let's set this rotation
here for negative 180. As the orange falls, the leaf is sticking
straight up in the air, but then once the orange bounces off the bowl and
starts moving back up, the leaf should immediately
come back down because the momentum of the
orange going up is going to be pushing
the leaf back down. Let's just set a key-frame. Let's go right here and
just rotate this back down. Then as it lands on the ground, that actually is going to be a good rotation for it to have, so let's just move this
keyframe over and then we'll adjust the spacing of this
animation in the Graph Editor. First, I'll add Easy Ease, and then let's go into
the Graph Editor. I want to make this happen so that right as the oranges
bouncing back up, this is already
flapping back down. I need to adjust these
handles so that it really quickly
animates back down, so there's a steep
change right here. Something like that looks
pretty good so far. Then from here, the orange is
rolling but also bouncing. Let's see what it would do next. The orange is bouncing
back up and turning, so I think the leaf
would actually fall to the left and then
it lands like this. Maybe the leaf at
this point would be falling onto the
ground like that. In-between here, let's
see if this looks right. I think it would probably
start falling a little bit sooner rather
than being straight up because the
orange is moving up, they would be pushing
the leaf down, so let's adjust that
in the Graph Editor. We want to make it
fall down sooner, so if we adjust the curve
like this, it'll do that. Let's move on to the next phase. Here the orange is spinning and it doesn't make sense that the leaf would go
through the ground. Maybe at this point
it flips over to the other side so that
here it's like this. I think that looks pretty good. Then as we get to the end here, I noticed that on
the orange layer, this last rotation keyframe
is just a linear keyframe, so it's not going
to slow down as it finishes rotating into
its final position, and that's going to look
a little bit abrupt. We need to add an
Easy Ease to this, just like we did on the x
position of the orange. I don't want to affect any of the other rotation on
the rest of this layer, I want that to be linear
because otherwise it's going to mess up how the leaf looks. On this last keyframe
for the y position, this is where the
orange just starts rolling and that's the part
that I want to ease out. I'm going to set another
linear keyframe on the rotation and then we'll just ease this very
last keyframe. Now we can continue on with
the rotation of this leaf. We had here, and then as
the orange bounces back up, the leaf should
probably be coming down so it rests on the
ground like this here. We can probably make
this happen a little bit sooner as motion of
the orange goes up, the air pushes the leaf down. This should probably happen
a little bit sooner, so we'll ease into
the second keyframe and get steeper there, and then it's going to
bounce one last time and then roll and we want this leaf to move into its final position, which is something like that. I think that looks pretty good. We might need to ease into this keyframe
a little bit more, so I'll just drag
this handle out. That looks pretty good I think. Let's play the whole thing back. The whole ending I feel like
it's a little bit abrupt, so maybe we just take all of
these keyframes and give it a little bit more time to roll and everything
to rotate into place. I think that looks
better. Now we have the orange with the leaf
bouncing off of the bowl.
20. Putting it All Together: Now that we have all of our objects falling into place, let's just adjust the
timing a little bit so that they don't all fall into place at the
same exact time. Here's what we have so far. It would look great to have
the watering can go first. Let's just leave the
watering can as is, and then let's move the
flower pot back a little bit. Maybe that'll start
at five frames. I'll just move those
and maybe the bowl. That will affect
all the oranges. Maybe those should
start at ten frames. That looks good.
The orange slice should be a little bit later. Maybe it can come in, let's say, 20 frames,
see how that looks. Maybe the oranges could actually come in a little bit sooner. Let's do the orange
with the leaf first. The bowl looks like it's
in place about here. Let's just see the
keyframes on this orange. The soonest that it can
come in would be here. Let's see how that looks. That looks pretty
good. You can further adjust this to however
you think it looks good. But I'll leave mine right here.
21. When to Use the Value vs Speed Graph: [MUSIC] When it comes in
the value in speed graphs, it can be tempting to just
want to get good at one, use that one all the time
and ignore the other one, but one is not always
better than the other, and taking a shortcut
here isn't a good idea. Sometimes the value
graph is better than the speed graph for adjusting the animation on a
certain property, and sometimes it's
the other way around. Sometimes there are trade-offs. Let's look at some different
scenarios for when to use the value graph
versus the speed graph. A lot of times animation that
heavily relies on physics, like falling or bouncing objects is easier to use
the value graph for, but sometimes the
position property can be tricky in
the graph editor. In order to use the value
graph with position, you need to separate dimensions. Otherwise, there are no handles, at least in the value graph. This works out well if only in the x or y position is animated, or only one at a
time is animated. It can also work well if you're
animating something like a bounce where
most of the action is taking place
in one direction. Where things get
messy is if you have a specific motion path that you want your
layer to follow. In this case,
separating dimensions can mess up the
temporal interpolation. Here's an example.
Let's say that I want this butterfly to move
in this motion path, and I also want to adjust a temporal interpolation
of this animation. First I'm just going
to add easy ease to my keyframes because
I want it to go slow, speed up, go slow here, speed up, slow here, and then speed up and slow down. I want it to do this
easy ease motion. Maybe there's a flower or something at these points
where it slows down, where I want it to
actually go slow. Say this is the temporal
interpolation that I want but say I want this to be a
little bit more dramatic. I want the butterfly to take a longer pause at
these keyframes. Pretend there's a flower here or something at these
two keyframes. If I go into the graph editor, this is the value graph. Because I haven't separated
out the dimensions, I don't have any handles so
I can adjust this graph. But if I were to
separate the dimensions, you can see that first of all, it changed the
shape of the graph. Second of all, if
I play this back, you can really tell that it took away the temporal
interpolation of easy ease. I wanted the butterfly
to go slow here, but if you look at the
dots on the motion path, it's actually spaced out the dots really far apart
at these keyframes, which means that the butterfly
is going to be going really fast at these keyframes. I could try to
smooth this out by adjusting the value graph but if I do that, you
can see that it starts to actually affect the values because this is the
value graph and that affects the actual motion
path in the composition. This is not what I want. I'm just going to undo
all of that and go back to when the dimensions
weren't separated. Instead of adjusting
the value graph when I want this
specific motion path, is going to be a lot easier
to adjust the speed graph. Again, I'm going to
easy ease these, and let's go back into
the graph editor, but switch over to
the speed graph. Now I can adjust the speed graph without
affecting the motion path. Now this will make the butterfly go especially fast in-between the keyframes and slower
at the keyframes. Now this has given me the more dramatic effect that
I was going for. Here's a little pro tip for you. It might not look super awkward because this
is a butterfly, but if you had
another object that was moving through
your scene like this, and it looked awkward
because it was taking a complete stop at the keyframe, here's a way that
you can make it look a little bit more smooth. If you go into the graph editor, you can actually take this
point where the speed reaches all the way to zero and bring it up so that it just
keeps drifting. This can give you a really
nice-looking animation. If we click and drag to
select this keyframe, when you bring it up, you'll see only one of the handles
is going to move. What you need to do first
is actually right-click, go to Keyframe Velocity, and then check the box that says continuous lock outgoing to incoming, and then hit "Okay." Now you can bring this point up and it will bring both sides up so that the speed never gets to zero and
it'll just drift. You can see what that looks like compared to this
second keyframe. If you have an animation
that's similar to this, this is a good way
to smooth it out. A scenario that I like to
use the speed graph for is when I want the spacing
of different animations, possibly even on different
properties to be the same. Whereas depending
on the properties or if a value is negative, the value graphs may
look quite different. The speed graph will
look more similar. This is helpful to make
things synchronize. The line art flowers
that draw in the class project
are a good example of an animation that I find the speed graph to be a
little easier to work with. So far, we've animated things that have been
driven by physics, but this animation is
a bit more abstract. Since explaining how I created this entire flower animation is not super on topic
for this class, I've created a
separate tutorial on the exact step-by-step process to create something like this. You can check that out over
on my YouTube channel. Right now, I have all the
keyframe set on these flowers, but they're all linear, and I've also spaced
out the layers so that things come in
in the right order. I've used trim paths to animate the stem and branches
animating in. For the leaves, flowers, and these little buds, I
animated the scale and rotation. Let's look at a couple of
examples of how I'd use the speed graph to
polish this animation. On this leaf, I have scale
and rotation keyframes. I'm going to add easy ease and then go into
the graph editor. This is the speed graph, and you can see that
the red graph is the scale and it's
obviously above zero, and then the blue
is the rotation, and since it's rotating in the negative direction,
it's below zero. If I looked at the same
thing in the value graph, you can see that it's not
quite as symmetrical. While I could adjust in here, it's a little bit harder to visualize than the speed graph. For the animation on this leaf, I want it to go pretty
quickly at the beginning and then really ease into
its last keyframe. I'm just going to click
and drag this influence handle so that the
graph reflects that. It's just going to quickly
scale and rotate and then slow down as it gets into
its final resting position. It's important that
the spacing on the scale and rotation
is the same or synchronized for
this leaf because I want it to look like
one fluid motion, scaling and rotating
at the same time. I find it easy to use the
speed graph in a case like this. To summarize. With the position property, if you have a
unique motion path, that your layer needs to follow, the speed graph is probably
the better choice. If physics is involved and you don't have a complicated
motion path, the value graph is usually
easier to work with, and you'll need to
separate dimensions. If you want to synchronize animations on different
sets of keyframes, even if they're for
different properties, it can be easier to do so
using the speed graph. Aside from the
position property, most other properties
aren't as complicated so use whatever graph makes
the most sense to you. There's not really a right or
wrong way to do something, it's the result that matters. You'll figure out
what works best in different scenarios as you continue to practice
with the graph editor.
22. Rove Across Time: Going back to this
butterfly animation, let me show you a
different way that you can affect the temporal
interpolation. Remember, this butterfly
has this fancy Motion Path. Let's say that instead
of making it slow down and speed up
throughout the motion path, I just want it to move
slow at the beginning, fast in the middle,
and slow at the end. I want an overall Easy Ease
over this whole motion path. That means that I need to
get rid of these keyframes. But if I get rid of
these keyframes, then it won't have
the same motion path. What I can actually
do instead is first, let's just apply
regular old Easy Ease. Then on these two keyframes, I don't want their easing
values to be calculated into the temporal interpolation
for this entire layer, I just want to use their position properties so that it moves in
this motion path, but I don't care about their
temporal interpolation. In fact, I want to get rid of their temporal interpolation. What I can do is
right-click on one of the keyframes and go
to Rove Across Time. You'll see that
move the keyframe slightly and made them
these smaller circles. If you adjust these, it's going to revert it back to regular Easy Ease keyframes. You just leave these as is. What this has done if
you look closely at the dots on the motion
path is that it's made this entire animation an
Easy Ease animation curve. Making these two keyframes, which you can see as
these little dots on this animation curve. Making these rove
across time keyframes has erased their
temporal interpolation, but kept their spatial
interpolation.
23. When to Use Plugins: [MUSIC] I mentioned earlier
in class that you should rarely leave your
keyframes as the default linear keyframes but
not every project is as physics-based as
the class project and sometimes there are more
efficient ways to adjust the spacing of an animation than going into
the graph editor. This definitely doesn't
mean that you can skip learning the graph editor, if you want to create
professional animations there's no way around it. There are a few different
plugins that have graphed presets you can apply to your keyframes
with just a click. A plugin is a piece of
third-party software that you can download and
install into After Effects. My favorite plugin for animation curves
shortcuts is motion. It may be a little pricier than some of the other options, but it has tons of other
related and unrelated features that I think make
it well worth it. Let's look at some of
the features within motion related to
the graph editor, so here I just have a
really simple animation with linear keyframes. If I select these keyframes, instead of applying easy ease and then going into
the graph editor, I could just use one of
the presets for motion. I'm just going to
click on one of these little graph
icons and it will apply that motion to my animation and if you go into
the graph editor, you can see that this is
applied, that easing. This is the speed
graph and you can also see that within motion you have a little preview of
the speed graph here so all of these presets
are speed graphs. Now you can also adjust the graph right here in
this little preview. With your keyframes selected if you click and
drag in this graph, you can adjust it
right within motion. Also, if you click and drag
on this center darker line, it will adjust the graph
symmetrically from the center. Also notice that these sliders are moving when I
adjust the graph and that's because the sliders can also adjust your graph, so it's pulling the influence handles within the graph editor. You can also type in the
numbers for the influence. If you go into the graph editor, if you didn't
already notice this, when you drag a handle, you can see this influence
number which is a percent, that's the number
represented here. If I wanted it to be 56 percent, I could just type that in here. You can either type in
numbers or you sliders, which is the equivalent of adjusting the influence handles. If you drag the center button, it will adjust
symmetrically so you just click and drag and it will adjust your graph symmetrically. As always, you get
a preview here. You can also reset
your keyframes to linear or to hold keyframes with these
handy buttons here. If I want the spacing on my animation to be
something really specific, I still use the graph editor rather than trying
to do it in motion. If you create an animation curve that you want to
use over and over, you can save it as a preset
with this button here. When is it okay to use a graph preset rather than going
into the graph editor? Well, the flowers
drawing in from the class project would
be a good use case. Animations that are more
abstract or aren't rooted in physics are good
candidates for graph presets. In motion graphic
style animations, if you have multiple
elements that you want to all animate
in the same way, animation presets are
great. Here's an example. In this design of a speed graph, I animated the handles
and the graph adjusting. I want to make sure that
all of these keyframes have the same easing values
so what I can do is just select all of
these first ones, this is first move and apply a graph preset so
maybe I want it to go slow and then fast and then it's going to just maintain
that same position. Then it's going to animate
back the way it came. Maybe I want to do fast
and then slow on this one so this way I can just apply the same easing on all of these. Now sometimes you may get a
little bit of unwanted drift, which you can see right here. I don't want anything to move between these two keyframes. These keyframes are
the same values so nothing should move, but you can see that
there is movement so what I can do is just
select these keyframes, right click and do
toggle hold keyframe. And that way I won't have
that unintentional animation that After Effects added
that I don't want. I'm probably going to get
the same problem here. If you look really closely
at the motion path, you can see that After Effects
has added a little bit of overshoot animation that I don't want so by selecting
the keyframes, right clicking and
doing toggle hold keyframe it gets rid of that. If I look into my graph editor, you can see that by
using these presets, it just nicely applied the same easing values to all these different
keyframes so in this case, using a preset was
really efficient. Another plugin
that's helpful for making sure that multiple sets of keyframes have the
same spacing is EaseCopy. Let's say that I had adjusted the spacing on this
set of keyframes and now I wanted to apply that same spacing to these
other sets of keyframes. Maybe I did something
really custom in the graph editor or
maybe I used presets. Either way, you can use EaseCopy to copy the easing on the set of keyframes that you've
already adjusted and then just select the other
keyframes and hit, Ease. What EaseCopy allows
you to do is to copy the spacing on
a set of keyframes, which they call the easing and paste it onto another
set of keyframes without affecting the
value of those keyframes. If you're interested
in learning more and seeing an example of
when this is helpful, check out my class, Top 5 Plugins for Efficiency
and After Effects. Or if you're
interested in learning about some of the other features in motion that's also
covered in that class.
24. What's Next: [MUSIC] Congrats on
completing this class. I hope you feel like you have a better understanding of how to control the spacing of your animations in
the graph editor. The skills that you
learned in this class will take practice to fully master, but now you have a
foundation to build on. If you're out for
sharing, I'd love to see your class project. You can post your
project as a GIF using the Image button or by uploading it to a
site like YouTube or Vimeo and posting the link here. If there's anything
in particular that you want feedback on, be sure to include a
note to let me know. If you post on Instagram, tag me so I can see it there. To keep learning,
click on my name above this video to check out the other classes that I'm
teaching on Skillshare, and make sure that you're
following me on Skillshare, YouTube, and Instagram
for more classes, tips, and tutorials. Thanks so much for being here. Until next time. Happy
animating. [MUSIC]