Transcripts
1. Course Trailer: Hey, I'm Jake Bartlett and in this class I'm going to
teach you how to apply textures to your animations
in Adobe After Effects. Texture and things in
After Effects is one of my favorite things
to do in several of my classes here on
Skillshare revolve around the idea of applying textures
to create a certain look. And it can be applied in
so many different ways. In this class, we'll
take a look at a variety of those
options from using photo assets to apply to your entire composition
or select elements, generating textures right
inside of After Effects and even applying texture to
specific parts of your design, like the edges of your graphics. And I'll even show you how
to animate these textures so that you can give more
life to your design, complimenting what
you've already animated, and giving everything
a cohesive, that visual language
that fits together and feels right on
top of all of that, I've created a tool for looping seamless
textures that I'm going to be giving away to
students in this class, including over 50
seamless textures that you can use in any project, whether it's personal
or for commercial work. And because textures can be
applied to literally anything the class project a little bit more loose than
my other classes, but I will be showing
you how to make this cool animated text
project using a font that has multiple weights and then apply many of the techniques that
I teach you in this class to that text animation to come up with
something that looks so much more visually interesting than the
original design. So you can either follow
along with me and create your own text animation project, or you can just apply
what you've learned in this class to any
project that you'd like. This class is for anyone who's interested in texturing
and after effects, whether you have years
of experience under your belt or you're relatively
new to the software, you'll be able to follow along and learn
things along the way. If you've never used
After Effects before, then I'd strongly
encourage that you check out one of my
other classes like the beginner's guide
to After Effects or the beginner's guide to
Animating Custom gifts. First, that way you'll be
able to get up to speed with After Effects and
follow along in this class with no problems. I'll see you in class.
2. Class Project: Like I said in the last
video for the class project, you can really do whatever you want if you want some structure, follow along with me. And after I teach you how to actually apply
textures to things, I'm going to show you how I make this animated text
project and then apply the texturing
techniques that I teach to that specific project. Your text animation doesn't
even need to look like mine. If you don't want it
too, you can be very creative and come up with something a little
bit different, like maybe this animation here. Or you can go in a completely
different direction and make a project that
is completely unique. I'm totally fine with that. The idea is that you take the
texturing techniques that I teach in this class and apply
it to your own project. And if you'd like to
follow along with me as you're watching
the lesson videos, learning and applying
these techniques yourself. Go to the Project
and Resources tab and on the right side
you'll scroll down just a little bit
and you'll find all of the resources for this class, including the project file with assets that I'm using
in the lessons. So you can follow along
just like what I'm doing. And as with all of my
Skillshare classes, if you ever have any
questions along the way, do not hesitate to ask, leave a discussion
asking your question. I always respond as
quickly as I can to those. So don't hesitate,
I'm here to help. Otherwise, let's
get into this and learn how to start texturing
things in After Effects.
3. Photo Textures & Blend Modes: There are a million different
ways that you can apply textures to things
in After Effects. And there's no way
that I can cover absolutely every
single one of them. But my goal is to give
you some starting points and some basic concepts
on how to apply textures in different
ways so that you can start to think about how
you might do it yourself. One of the most
straightforward ways of adding texture is to just use a photo image as a texture and apply it uniformly
across your comp. So I have a very basic comp here was just a
solid background. And then I have this lion head, which I've used a few
effects to just tint. So if I turn the
effects of this is the actual photo that I've
cut out in Photoshop. I added a CC toner
to tint The lion. And that way it has highlights that are yellow mid
tones that are green, the same green as
the background. And then the shadows are just
a very deep saturated blue. Then I brought in a levels affect just before that and just crushed all the
levels a little bit to make that a little
bit more stylized. So we're losing a little
bit of that detail and getting more of
this stylized look. Now to apply a texture
to the entire comp, all you have to do is
go grab my photo asset. So this is a crumpled
paper texture that I got on unsplash.com, which is one of my
favorite places to get textures or any photo asset
because it's absolutely free. Everything on this
website is free for personal or commercial use. New photos are constantly being added and you
can do something like just search for paper
and find all kinds of really high resolution textures
to use in your designs. So I grabbed this one right here and brought it
into After Effects. And to apply it to my design, I'm just going to drag it
out on top of everything. And then we're going to
utilize the blend modes. If you don't see this column right here where it says mode, then you need to click on
this button in the bottom left corner that will
bring that column up. And then we have access to all of these
different blend modes. So there are three main ones that I want to
focus on right now. Multiply, screen and overlay. And you can see that
these have dividers between sections of
these blend modes. That's kinda dividing
how these are operating. So this section right here
that multiplies a part of, generally darkens the image. This section right here
where screen lives, brightens the image and the section that
overlay belongs to is more of a mix between
brightening and darkening. So let's start with multiply. I'm going to expand this out so we can see
a nice and clear, but as soon as I change that blend mode to multiply
for the paper texture, it's now being applied
to my entire comp. Everything below it is
getting multiplied. What multiplies doing
is blending out all of the pure white values
and then gradually introducing all of
the other colors that aren't pure white, leaving us with this
kind of shaded look. Now, this image is
basically grayscale. It's just white and black. So we're not really manipulating colors as much as
we are just values. But if I were to
add a tint effect to that layer and then change the black to be something
much more vibrant like that bright red now are
actually changing the colors. And if I took that white and made it something
crazy like this, bright blue, that's also
going to have an effect. So if you're ever trying
to apply a texture but not modify the colors, just use a tint effect
and that will D saturate the entire image before
applying that blend mode. But like I said, this is basically a gray
scale image already, so it's really not
doing much color wise. Now I can adjust this
texture a bit if I add maybe a levels effect to that paper texture and then just crush the
blacks right here. That'll make the
shadows more intense. I could grab the gamma
or the mid tones and adjust that so it's
not quite so black. I could bring that
back a little bit and I could even crush the whites so that there's a lot less detailed being applied. So now I've managed
to really tone down that texture so that it's
not quite so overwhelming. I could also just apply it to the background if
I move it below the line or if I wanted to
apply it to just the lion, then I'll just
duplicate my lion head. Move this instance and
below the paper texture. And then I'll use
a track matte to Matt off the alpha
channel of that texture. With my texture selected, I'll come over to the
track matte column, click on None, and then
choose Alpha Matte lion head. It's looking at whatever
layers above it. I'll say alpha matte. And now
that texture is only going to live within that lion and now it's a little
harder to see. So maybe I'll adjust
my level some more so that I can get something that's a little
bit more apparent for this actual texture. And I can still move this
texture around if I grab it, I could shift it
around, rotate it, scale it up or down
however I want. Now I kinda like the way
it looked over everything. So I'm going to take
that Alpha Matte off, delete that track matte layer. And then I'm going to fit
this to my comp by pressing Control Alt Shift or
Command Option Shift and H, that will fit the layer
to the size of the comp. Now that texture
is really intense. I'm going to backoff the
darks a little bit and maybe crushed the whites
just a little bit more. So this is a really
great way for applying texture over
the entire image. And it works with lots of
different photo textures. If I jump back into Chrome, there's another website that I like to use all the time run by my friend Brady
texture labs.org. Not only does he run a
fantastic YouTube channel, but his website is full
of photo textures, specifically for what
we're doing right now. So I could grab
any one of these. Let's just say. This one ink paint
three to seven. I'll grab the medium version. Again, this is totally
free for you to use for both personal
and commercial use. I'll bring that
into After Effects. Then I'll just drag
that out over my comp again and then change the
blend mode to multiply. Now if I solo this layer again, this is black and white. There's no color information, so I'm just dealing
with value changes, but there's a lot more
darker values to this. So it's really overpowering the image using the
Multiply blend mode. I'm going to switch this
to the Screen blend mode, which is going to do the
opposite of what multiply does. Instead of keeping
the darker values, it's going to blend
the darker values out and keep the lighter values. So now we're seeing
a lot more of these light ink paint strokes
over the entire image, which is giving a really cool
look to the entire thing. Considering all I'm doing is adding a couple of
photo textures. And that's the other cool thing. You can layer textures to make it more unique and complex. I'm going to disable that
paper texture just so we can focus on exactly what
this one is doing. But if I zoom in, you
can see that we're left with those
brighter parts of the image and the darker
parts are blending out. Again, I could add
another levels of fact and crushed the whites to
bring those in even more, or crush the blacks to
blend more of that out. As well as use
that gamma control to shift those mid tones. So just with some very basic
effects and blend modes, you can really dial
in a specific look. Once again, you can introduce some color if you're
using a grayscale image, I'll get rid of those levels
and add a tint effect. Change the whites to maybe that greenish color and leave the black set to black
so that fades out. And now we have a much more
subtle brushstroke texture over the entire thing. And I can combine that with
my crumpled paper texture, maybe add a tint
to that as well. And this time it
may be make it a little bit more of
an orange color. And now we've got
these two textures interacting with each other, adding a lot more visual
grit to my composition. Let's jump back over
to texture labs, but I'm gonna look
for another type of texture, like this
one right here. Grunge 249, washed and warn, I'll download that and
bring it into After Effects and once again apply that over the
entire composition. I'm going to shut off
the other two layers. And for this one
I want to switch to the overlay blend mode. If we go to the blend
modes, dropped down again, it's in this
category right here, overlay rate at the top. What this blend mode does is kind of a mixture of both
multiply and screen. If I zoom in nice
and close and switch between the solo view
and the full comp view. You can see that
we're maintaining not only the darks of
this image texture, but also the highlights
of the image texture. It's affecting that whole range, What's being blended
out the most is the 50% gray areas rate in
the middle of that spectrum. So let's add a levels effect to this photo texture so that
we can see the histogram. This is a visual readout of how much color information is in the photo that
we've applied it to. So again, I'm going to solo
this and because we see this large lump or hill
on the right side, this is corresponding to this
grayscale slider down here. This is telling us that there's a lot more bright information in this image than dark information
that we see down here. So I could bring this slider in to introduce
some more darks into my image and pull my
gamma slider over towards the top of that lump to
even everything out. Now if I duplicate
this levels and reset, we're going to have a much
more even toned histogram. I don't really need this, so
I'm just going to delete it. That was just for a visual aid. But now that it's
more, even if I turn this off and back on, you can see that again, the overall values of the
image have not really changed. The darks and the lights are
basically being left as is. And it's those mid tones that are really
being blended out. Like I said, it's kind
of a happy medium between the screen and multiply. And this is way too intense. You could always
bring up the opacity by pressing the t key on the keyboard and
then just dialing that back so that it's
not nearly as intense. And just like our
other examples, I could bring in a tint effect and play around with the colors. So maybe we'll add in some more blue at the darks and make the lights maybe closer to a light emission,
green, yellow color. So those three blend
modes are very important to get used to and understand. Multiply is going
to leave the darks, screen is going to
leave the bright. And overlay is going to
do a mixture of both of those things and blending out the mid tones more
than anything. But combining all
three of them gives us a very unique textural quality. And it's a very
simple way to add more interest to
your compositions. In the next video, we're going to take
a look at how to add more textures using
built-in effects inside of After Effects.
4. Generating Textures with Effects: Now let's take a look
at some techniques for generating textures
inside of After Effects. I'm just going to shut those
image texture is off for now so we can focus on the line
had a little bit more. What I want to try and do is add a grainy shadow to my lions. So I'm going to
start by duplicating the lion head and turning that instance off and
going to the one below it, I'll add a drop
shadow to that layer, collapse up these
other effects so we're not distracted by them. And then check the box
that says shadow only. So we're left with basically a filled version of the lion. In fact, I can even get rid
of these other two effects. So we're left with basically a filled version of the line. And I'm going to turn the
opacity all the way up to 100%. Now if I turn my other
line head back on what this is going
to allow me to do is apply effects to this shadow independently of the
foreground line head. So I can leave this
one untouched. But now with this
second instance, I can turn up the softness
and get a gradient. And that is what I really want, a gradient from the dark
to basically transparent. What this is going
to allow me to do is apply certain effects that interact with different values and generate texture within it. So if I zoom in a little
bit so we can see that fall off of the shadow going
from dark to transparent. Maybe I'll push the distance
out a little bit more. I can add another effect
called solid composite. And this is going to
fill the background with whatever color
I put in here. And I actually want
it to be white. Now if I solo this layer, we can see that
we're left with the black falling off to white. And that's actually
going to be really, and that's actually
going to be perfect for adding a noisy texture. So I'm going to collapse up
those two effects and add another one called noise HLS. And that stands for hue,
lightness and saturation. I can apply noise to each one of those channels individually. If I go to the
lightness channel, which is what we're
dealing with here. There's no color information, just lightness values
and increase that. We're going to apply
noise to that channel. And what I like
about this effect is that I can switch it from the noise type of uniform
two squared or grain. And grain allows you to
choose a grain size. What I really like
about this is that if I make it a lot bigger, it does get a little blurry, but it's much more chunky. So I'm going to turn
that green up quite a bit and then add a levels
affect rate after it, so that I can crush
those white values and get rid of the texture in the areas I didn't
actually want to see it. I can also do the
same thing with the blacks just to dial
this in a little bit more. Now, that's probably
a little too large. The grain size is
really, really big. So maybe I'm going
to dial that back. It looks almost more like
a paint splatter texture. Now I'm getting some of
those dots back in here, so I'm going to crush
those whites a bit more. And now that I have this
black and white texture, all I need to do is
change the blend mode for that layer to multiply and it will remove
all of the white. So now I have this
grainy shadow texture that's showing up
behind my lion. Now, if I didn't want
it to be pure black, I could obviously
open up the opacity, dial that back a little bit. Or I could add a tint
effect just like before and change that black color
to maybe be that deep blue. I think that looks pretty good. But because I'm using that
blend mode of multiply, that is going to interact
with those background colors. So if I wanted to truly have whatever color I want
without it blending, I would need to delete
that tint effect and change this blend
mode back to normal. So we're left with the
white and black again. Then I'll add one more
effect called extract, which is going to allow me to fade out the white if I grab the top right square right here and move it down
all the way to the left. That's going to blend out all of those white colors without actually using a blending mode. And then I can grab this bottom
right corner and slide it out to the right a bit just so it's a little bit more soft. If I zoom in nice and close, you can see what that's doing. It's really, really crunchy without that softness down here, this is the exact same control, but as I increase this, it's going to soften that out. I don't want to do it so
much that I see that white, but maybe right about there
looks a little bit better. Now that this is actually
a transparent texture, I can fill it with
any color I want. So I'll add in a fill
effect and maybe sample this dark blue color
in the main of that lion. And now I have this
gritty texture and it's all based
on this drop shadow, so I could push it out
a little bit further. I can make it even softer or change the
direction to whatever I want. It's all really easy to do. Now that I've set this all up, I could also just select all of the effects that
generated that texture, which would be the drop shadow, solid composite noise, HLS, levels extract and fill
and then come up to the animation menu and say
Save Animation Preset. Even though this
isn't an animation, it still saves all the effects, controls and whatever
you've applied. So you can save it
as a preset and then apply it to whatever you want. In fact, we could
even adapt this to work not just as a shadow, but to actually texture
the entire lion. So I'm going to shut
that layer off and rebuild the effect
on top of the lion. Now, I'm using the CC toner
effect to add this color in. That's something I
want to maintain that. So for now I'm just
going to turn it off, but that's going to
go with the bottom of my effect stack. I may or may not want
this levels of fact, but I'm going to reset
it to start and then apply the tint effect to
desaturate the lions. So I'll just take
out all the color and I want those whites
to be a lot brighter. So I am going to use
this levels of fact. I just need to drag it below the tint effect so it
applies it after that, these saturation, then I'll grab my whites and bring
it up a lot more. So I really do
want to crush this quite a bit on both the
lights and the darks, and maybe overall increase the brightness in the mid tones. I'll close both of
those up and then add the noise HLS effects, noise HLS rate after levels. Again change the noise to grain and increase the
lightness grain. And if I zoom in
and we take a look, we still have all
of those details. It's basically using this
noise pattern to shade or generate the different
values of my lion. I can increase or decrease that grain size if I wanted to. And then again apply
another levels effect. I'll duplicate that, but drag it below the noise HLS effect, reset it, and then dial
it in however I'd like. So I'm gonna get rid of
some of those smaller dots by crushing the white. Fill in some more
of that black area by crushing the blacks. And I'm getting these faded
out, semi-transparent areas. That's just because of the
alpha matte of this layer. So I'm going to go into
the first instance of levels and switch my
channel to alpha to actually crush
that Alpha channel a little bit so we don't get so much of that semitransparent. See, now it's a
much cleaner edge. I've generated this
texture to shade my lion, rather than actually using the photo so that it's
not so photorealistic. And what I can do is
bring my CC toner back on to get back to those similar colors that
I had originally. And now looking at
this as a whole using those same types of effects, I've converted basically the
photo version of my line into a stippled version of my
lion almost with that noise HLS and I can
increase or decrease the grain size to add
more or less detail and play around with the
instances of levels to bring more or less detail
into the overall image. This actually works
really well for photos, but it can also be applied to basic shapes in After Effects. So if I turn that
layer off and I just take something as
simple as a square, I'll just hold shift
and double-click on the rectangle tool to
make it perfect square. And then scale it
down by going into the rectangle path and
turning down the size. Now I want a fill, no stroke. So I'm going to turn
off the stroke, turn on the fill, and we'll change
this to being white. Then I'll click. Okay, and we're going to
apply another stack of effects to generate
an inner shadow. Now, there is a layer style that allows you to
apply an inner shadow, but doing it this
way will allow me to bypass pre
composing the layer, which is something I tried
to do as much as possible. I'm going gonna go into my
effects and presets and again add a drop shadow effect. This is gonna be the basis
for my inner shadow. I'll check the shadow
only Box increase the opacity all the way
and turn up the softness. Then I'm going to apply
an invert effect, which by default just
inverts the color channels. But I want to change
the channel type from RGB to alpha all the
way down to the bottom. That's going to invert
the alpha channel, leaving me with this
soft square hole. Then I'll add a CC
composite effect, which is going to
allow me to bring the original layer back on top if I uncheck RGB only, but instead of actually bringing back that original
unaffected layer, I want to use the CC
composite effect to shape the alpha channel based on that unaffected
version of the layer. So I'll change the
composite original mode all the way down
off the recording. Actually two stencil alpha
that's going to take the original unaffected
alpha channel and use it basically as a track matte for the effected
version of the layer, which essentially leaves me with an inner shadow for my square. But what's cool is that because it's based on this drop shadow, I can increase the distance, change the angle, as
well as the softness. And it's going to
allow me to dial that look in however I want. Now I do want to bring in
that white filled background, so I'm going to duplicate
CC composite one more time. Reset it, change the
composite original tube behind as well as
uncheck RGB only. That's going to composite the original layer behind everything that's already there, including the original
alpha channel. So now I have this
inner shadow on top of my square and
it's black and white, which allows me to do
that same process again, I'll collapse all of these
effects, add a noise, HLS effect, increase the lightness value to bring in some
of that texture, change the noise to grain, grab a Levels of fact. Crushed those white values, crush the blacks a little bit. And now I have this
grainy shaded texture that I content using any
one of the tint effects. Since I'm dealing with just
black and white values, I will use tint instead
of CC toner or tritones, something else like that. And that will allow
me to change the white to be something that maybe fits my color palette
a little bit better and change the blacks
down to again, that deep blue I think
looks pretty good. Maybe a little bit
more on the cyan area. And now I have this
shaded textured square. And what's really cool is that this noise HLS effect
allows you to animate. The noise phase. So I could set a keyframe on the noise phase and
go forward a few seconds and then just increase
the revolutions a lot. And I'm going to have this
kind of dancing noise texture. And if I don't like
how fast that is, I could add a little
expression to that value if I just press U to bring up those two keyframes, I just set a hold Alt
or Option and click on the stopwatch and
type out posterize. And it's actually going
to auto-fill for me. I'm just going to click on Posterize Time,
double-click on that. It fills in the expression. And all I need to put in between these parentheses is the
number of frames per second. I want this to actually update. So I'm working at 30
frames per second. Let's drop it down to
ten frames per second. And what this is going
to do is only update this value at a rate of
ten frames per second. But I need to add one more
line if I dropped down, I just need to type out value and finish it off
with a semicolon. In fact, I'll do that at the end of the first line as well, just to follow proper
syntax for expressions. But what is it going to
do is look at the value. So whatever value I've said
between these two keyframes and update that value at
ten frames per second. Now if I click off to apply the expression and
play this back, my texture is updating
much less frequently. I'll play this back now that
it's rendered in real-time. So you can see this is
updating now at a rate of ten frames per
second instead of 30. And I could do the
exact same thing to my line if I just right-click on the noise phase
property and go down to Copy Expression. Only. Then I'll turn my
lion head back on, double-click on noise
phase up here in the effect controls to bring
it up in the timeline, select noise phase and paste. So it applies that
same expression. And I actually will need to copy those keyframes as well
from the shape layer. So I'll just grab that,
paste it in here. And now this noise is going to update on the line as well. And that gives it
a very cool look. Now I don't have
to use keyframes. I can easily drive
this with expressions. So I'm just going to delete
those two keyframes, go back into my expression. And instead of value here, I'm just going to say random in the parentheses,
say 10 thousand. What that will do is generate
a random value between 010 thousand for every
frame of my composition. Again, posterize in that update
by ten frames per second. So now it's going
to just constantly give me a random value
into the noise phase, which produces this
animated dancing texture. In this all works
really well with the texture photos as well. So I can enable all of
those back in here. And now we're combining
techniques to create something that
looks really interesting. But going back to
the shape layer, I wanted to point out that
you can use texture as an effective way for shading things in a very
least stylistic way. Maybe I want to round off
the corners of this square a little bit more so it
doesn't feel quite so sharp. I could just go
into the roundness of the rectangle path and increase the roundness of the corners so that it
fits that a little more. And then maybe I want to add a grainy shadow to this as well. I could just
duplicate the layer, copy those effects from my second instance
of the lion head, again from the drop shadow down, which if you save it as
an animation preset, you would just
apply that preset. I'll get rid of all the
effects by pressing Control Shift E or
Command Shift E on a Mac and then paste what I just copied and then
just dial this in. However, I need to probably turn the softness down and change
the angle a little bit, bring the distance in, and then change this
darker color to maybe be a little
bit more green. And now I have that grainy
shadow applied to the square, not only inside but also on
the outside of that square. And maybe we could even
introduce that into the background of this design
that I've been developing. And maybe we could even try introducing this technique into a background element for this part of the composition
with the lion head, I'm going to add
a new solid layer by pressing Command
or Control Y. And I'll just call this stripes
and we'll make it white. Click, Okay? And then add a Venetian
blinds effect. This is one of my
favorite effects for patterns of stripes because all I need to do is increase the completion and that
will give me stripes. Basically, I can
increase or decrease the width to make them
bigger or smaller. And I can also rotate them to put that at any
direction I'd like. So I'm going to move
this down below, just above the background. So it's just being applied
to the background. And then maybe add
a twirl effect, which is gonna give
me a little bit of distortion on that
background if I increase the toroidal angle as well
as the total radius to be much larger than we'll see
these stripes twirling around. Now, this is getting cropped off because of the
size of the solid. So I'm gonna go up to Layer
Solid Settings and increase the width and height
to say 2300 by 2300, just so it's much bigger and we're not going to see
those cropped off edges. Now to introduce this more as a texture rather
than just stripes, I could increase the feather so that it fades
from that solid to transparent again and
fill in that background one more time with a
solid composite effect. This time I'm going to
change the color to black so that we
see these stripes. Nice and clearly I'll solo it so we can see exactly
what's happening. If I increase that feather
even more than we're going to get a nice soft transition
from white to black. Maybe I'll increase
that twirl angle even more to get something
really cool looking, I could move the
center point around, but that is going to start
revealing some edges. So I've gotta be careful
with how far I push that. But now I have this cool striped pattern in
the background, but I want to introduce
that same grain to it as we have on
the square up here. So again, I'm going
to select the effects that are generating the noise. So noise, HLS, levels
and tint, copy those, turn that layer off and solar the stripes layer,
paste those effects. And instantly we've got this grainy texture
applied to our stripes, as well as those colors that we applied with the tint effect. But I want to point
something out. If I turn the feather
all the way off, then we're barely getting
any texture at all. And that's a key
thing to understand. Generating the shading
with noise really depends on a gradient
or a change in value. The more I feather this out, the more that noise is
going to disperse and give us a gradient
for this shading. Or if you don't
want the shading, you can turn that all the way down and it just
gives this kind of printed quality that
is still really cool. So there are lots and lots of possibilities and an
endless number of effects and ways to combine them to create your own
unique textures. But now I have these cool
stripes in the background. I can animate the textures
of those as well. And just to make it go
a little bit quicker, I'm going to double-click on the noise phase from
the lion's head, copy that property,
go into the stripes, double-click on that,
paste it in there. I don't need the
keyframes anymore, but now the noise is
going to be uniformly changing between the
lion and the background. I'll probably want to
paste that on the noise for the shadow of
the lion as well. So noise phase paste that in. Now everything is going
to animate together. And then I could even make the background a little bit more interesting by going
into the stripes layer, going into Venetian blinds, and then adding some
keyframes on the direction. So it's going to give a lot more movement
to the background. If I set a keyframe here, go forward maybe five seconds, and just twirl this
around a little bit. Now we've got some movement
in the background, but it's animating faster than
the actual noise texture. So why don't I synchronize
those up again, I'm going to double-click
on noise phase, right-click and say Copy
Expression Only because that's the only part
that I want from that I don't actually
want the property. Then double-click on
the direction for Venetian blinds and paste that
with Control or Command V, but go back into that expression
in instead of random, just change this down
to value one more time. So it's looking at the
keyframes that I've set, but post rising them again
to ten frames per second. Now if I play this back, everything is going to
have a more uniform look in terms of the motion. But we've got a lot of
movement in the background. This animated texture with
all that chunky grain, as well as the photo
textures of the paper and the brushstrokes all being
applied on top of everything. And this is obviously very
in your face, very bold. But we could dial any
of this back just by turning down the opacity or
maybe changing the colors. If I go into the tint, I could choose values
that aren't nearly as intense or that have
nearly as much contrast. In fact, if I choose
the same green color and then just
slightly bring this down and maybe make
it a little bit more saturated and slightly
change the hue, then it's going to be
much more subtle and keep the focus a little
bit more on our subject, which is really the lion. But you can see just how
much fun it is to just start iterating and
applying different effects, adjusting the different values of those effects and starting to get some of the textures moving to create a
very unique look.
5. Animating With Distortions: Another way you
might want to apply an animate texture is to
the edges of your layers. This is a really fun
and popular technique for giving some life
to your graphics. So they're not so static. And I actually have an entire
class here on Skillshare dedicated to it called
scribbled in After Effects. But I'm going to quickly
show you how you can apply the same type of look
to basically anything. So I'm just going to turn off
these photo textures for a second and we'll stick
to just the lion. And actually I'm going
to duplicate that and remove all of the noise effects. So I'll delete the noise HLS and the second
instance of levels. So we're left with just this
stylized version of my line. And I actually don't need
that tint effect either. Alright, also shut off the
stripes in the background. So we're back to
where we started. And I'm going to apply an effect called turbulent displace. If you're not familiar
with this effect, it's going to apply
distortion and that makes the line and
look really silly, but it's basically just randomly applying distortion
across the entire image. And with the evolution control, I can change that distortion in this very Warby,
wavy looking shape. I could also offset
the turbulence with this point control,
and that's right here. So this is just shifting the distortion map around the image. And I can do things
like change the amount, change the size, so it's much finer and that's actually
what I wanna do. I want to turn this down
to a very low value of maybe 234, somewhere in there. And now the texture
is much more subtle. So we're not destroying our image and making
it look all crazy, but we're giving it
a textural quality that it didn't have before. And that we can animate
using evolution or randomly if we go into the evolution options
using this random seed, every time that value changes, the texture is completely
regenerate it. So I'm going to add an
expression to that random seed. I'll double-click on that value. It will open it up down to
my timeline and then I'll Alt or Option click
on the stopwatch. Then I'll just again type
in my random expression, random and in the
parentheses, 10 thousand. Again, that gives me a
unique value on every frame of the composition
between 010 thousand. I'll just apply that
and play this back. Now I haven't animated texture. This is sometimes referred to as a boil animation because it kinda does look
like it's boiling. But I think that's a
little too fast again, I want to add that
Posterize Time part into my expression. So I'm going to finish
this with a semicolon, go to this top and drop down a line and just say
posterize time, ten frames per second and it
with a semicolon and apply. Now it'll update that value at ten frames per second instead
of 30 frames per second. And I can go in now and
maybe turn the amount down, maybe turn the size
down to three. And now it's much
more subtle that can be copied and pasted
onto absolutely anything. If I copy it from this
layer and put it back on our layer with
the noise pattern. I'll paste that right at
the bottom of the stack. It's a little harder to see
with that noise patterns. So maybe I'll increase
the amount and maybe even the
size a little bit. But now we're getting
some movement within that texture that we
didn't have before. So this is without and this
is with Turbulent Displace. But let's say that
you didn't want it to affect the entire image, you just want it to
affect the edges. Well, let's actually
switch over to our square for this example. And I'll select all of these
effects and collapse them. So we can apply a new effect
called roughen edges. At the bottom of
this layer stack, what this effect
is going to do is Distort just the
edges of the layer. If we zoom in, you can
see the edges are now rippling and it's not doing anything to the
inside of the layer. So it's using the
Alpha channel to determine where the distortion is actually going to happen. So I'm going to turn
my edge sharpness up just so that's a
little bit more defined. I'm going to turn the border up so that we see more of it. I'm going to turn the scale
way down again so that it's a much more subtle
effect around the edges. I use this effect extensively in another Skillshare class, the stop motion look
in After Effects, where I show you how to build a procedural felt look
inside of After Effects and the roughen edges effect
is great for making these fibers coming off of
the edges of your layers. So if I make that edge
sharpness a lot thicker, maybe turn the border
down just a little bit. Now I have these
roughened edges that I again can animate
either fluidly with this evolution
slider or going into the evolution options animating that random seed that
just like before. So I'm gonna go in to
that expression that I typed on the turbulent
displace the lion head, I just double-tap the E key with that layer selected to
bring up the expressions, I will copy that
random seed value. Go back to my shape layer, double-click on this
random seed value and paste it right there. So now the roughen
edges is going to update at ten frames per second with the same timing
we have for the noise. And we've added a textural
quality to the edges of that shape layer unaffected
what's inside it. So both Turbulent Displace
and roughen edges are extremely valuable for texturing anything in after effects. And the built-in
animation controls that just makes it
that much better.
6. Animating Seamless Texture Overlays: Now we've looked at
how easy it is to animate textures
that are generated using effects just by changing the random seed or
Evolution controls. But how can we add
some animation to actual photo textures so that this isn't just
a static design. Well, there are a few ways
that you could do this. I think I've come up with
a pretty good technique and I've even turned it into a little rig that I'm
going to give you as a download for
taking this class. But it's always
great to understand how things are working so that you can take that knowledge and apply it to future projects. So I'm going to show you
how I would approach this without the rig because I really think it's useful
to know how to do. Let's just start
with one texture, maybe this paper
texture in the back. I basically want this texture
to just be moving around randomly on the
frame and maybe even rotating so that it's
not just sitting there, but obviously it's
the size of my comp. If I move it around, I'm
going to see those edges. Well, there's an effect
called offset if I undo this, so it's back to where
it was originally, and I apply the
offset effect to it. I'll just solo this
layer so we can focus on just the texture. All I have with this effect is the ability to shift
the center to. If I click and drag this around, you can see it's just going
to shift the contents around without moving
the layer around. The only issue with
this is that you can actually see that seam where the edges meet again and
it doesn't look very good. I'm going to ignore that
for now because we're going to actually fix
that in Photoshop. But I just want to show you
how we actually get it to move around here
in After Effects. So we're going to use
another expression on this shifts
center to property. So I'm going to double-click
on that again to bring up that property in the timeline and Alt or Option click
on the stopwatch. We're again going to use
that random expression, except I can't just
type out random and 10 thousand in the parentheses because this value is an array, meaning there is more than one
value within the property. So I have to write
it in a special way. And that's within brackets. If I type a left square
bracket and type in say 100, and then I separate that with
a comma and type in 200. Finish it off with a closing square bracket and click off. Now this value is one hundred, two hundred, just
like I typed in here. So the first section of the array corresponds to
the first property value. The second part of the ray goes to this second
property value. I need to put a
random expression in both of these sections. But instead of typing out the random expression
two different times, I'm actually going to store
it in a variable which you can think of like
shorthand for expressions. To write one, I'm going to
type it VAR for variable, and I'll just give it any name. It can be anything you
want as long as you don't use numbers or
special characters. So I'm just going
to call it r for random and then
add an equal sign. And this is where the
expression will go. So I'm going to type out random 10 thousand and finish
it with a semicolon. Now, wherever I type
are beyond that line is going to be the same as if
I typed random 10 thousand. So instead of 100 by 200, I'm going to say R comma r. And now I should
get a random value between 010 thousand for both the x and y values on this shifts
center to property. I'll click off to apply it. And sure enough, now my
texture is moving all around at that crazy high rate and I can still see that seam. But it's doing what
I wanted it to. It's just doing it a
little too quickly. So let's apply that
Posterize Time part of the expression as well. I'm gonna do that right
at the top of the line. It doesn't really
matter where this goes. I just prefer to put it
on the very first line. So Posterize Time and we'll say ten frames per second
semicolon at the end. And now that texture will
move much less sporadically. So we're already
getting that kind of result that I was looking
for, which is great. Now let's say that I also
wanted this to rotate. I'm going to use another
effect called transform, which gives me the transform controls that we have
down in the layer. If I just expand this out
and collapse the effects, they're the same as right here, except they're being
applied with an effect rather than the actual
properties of the layer. So what this allows me to
do is rotate the layer. Now when I do this,
we're going to start to see the edges of that layer, which is not something
that we want. So I'm going to add
one more effect, motion tile and apply it
just before Transform. Let me solo the texture layer. Turn off my transparency grid and show you what
this actually does. If I change the output height, it's going to repeat that
texture and fill in that gap. So anytime that I
see an empty gap, I'll just increase
the output width and height a little bit
on motion tile. But now this texture is being offset, repeated, and rotated. But I want to apply that
same expression that we have up here on the Shift Center
to property to the rotation, except this is not an array. So I don't have to
include the variables and the arrays to target
two different values. I'm just going to type
in posterize time, ten, drop-down, say
random 10 thousand. And now that's going to update randomly at a rate of
ten frames per second. Now we are getting some gaps. They're uncertain frame. So I'm just going to
find one of those, go to my Motion Tile effect and increase the output width. Just so we fill that all in. Actually, I'm just
going to say 250 on the width and height
just to be safe. But now it's going to animate not only the position
shifting the center around, but it's also rotating. So we're getting a
lot more variation out of this single
photo texture now. And if I un-solo it, it's being applied with
that Multiply blend mode. It looks really cool. But how do we get rid
of that seam if I find one of those frames
right about here, you can clearly see that seam. I don't want that happening. So I'm going to actually
open this up in Photoshop and show you
how to do just that. In Photoshop there are
effects just like in After Effects there
under the Filter menu. But if I go down to
the other category, there's an effect at the
very bottom called offset. This is going to do
the exact same thing that we had inside
of After Effects. It just shifts the contents
of the layer around. I can even click
and drag this in the document to kinda
center that up. It doesn't have to be perfect, but somewhere right about there, I have a wraparound checked. Make sure you have that
checked in order for it to actually shifted around the way that it didn't After Effects. And then just click Okay, then I'll press S to bring up the clone stamp
tool and press the right square bracket key to
make my brush size bigger. If you don't know how
the clone stamp works, you hold down Alt or Option to sample a
part of your layers. So I'm going to
choose right here, just click once and then
let go of Alt or option. Now you can see that
portion of what I sampled underneath
the brush cursor. I'm just using a regular
round brush with no hardness, so it's a very soft. And now when I click and drag, it's going to paint that texture. It's
going to repeat it. You see how it's cloning
it as I move it down. Now, that doesn't
look very good. I'm going to undo that. But the goal with this tool
is to paint out this seem. So it's not nearly
as noticeable. So I'm going to sample
and maybe right here and then just click
and drag a few times. I'm gonna do this a little at a time and go pretty quickly. I'm just resting my thumb
on the Alt key and choosing new sample points
so that we don't have a lot of repeated textures. That's the key with this
Clone Stamp Tool is to always be changing your sample point so that when you get
rid of this seam, it's not very obvious
where you painted it out. So I'm just going to continue
doing this for all of the same edges until I have a scene that
looks pretty hidden, because this is a random
crumpled paper texture. It's not that
difficult to hide it. And it's okay if you
see a little bit of repeated stuff and some splashes because of the way
that we're using this. It's not all that
prominent on our design. It's just being
used as an overlay. That looks pretty good. The way that we can test to
see if our siem has gone is just going up to Filter
and clicking offset. Again, it's going to
offset in the same amount. And now it's not really clear
where that seam was at all. And that's really the goal with making a seamless texture. But now that this is done, I can just save it, jump back into After Effects and my textures
automatically updated. Now if I play this back, there is no seam. It's totally invisible. And we're getting a lot more
mileage out of this texture. Now, you can do this with virtually anything as long as the textures aren't
extremely uniform, you can make them seamless. So I'm gonna do
the same thing to this brush texture right
here really quickly. I'll go to Filter
Other down to offset. Shift this around so that I can see the kind of
that center point. Click Okay, press S to bring up my clone
stamp and maybe make this a little bit smaller sample and start brushing
out this seam. Now this one is
probably going to work even better because there's so many random brushstrokes,
they're all overlapping. So you're never going to
know that there was actually a seam between these different
sections of the texture. I'm just going to continue
painting all this out. Again, pretty much sampling
and new point randomly on the Canvas every
time that I apply a new stroke with the
Clone Stamp Tool. Alright, that looks pretty good. Let's just apply the
offset one more time. And sure enough,
there is no seam. I'll save that. Jump back into After Effects. It's automatically updated. I can just copy and paste
the offset motion tile and transform effects from
the first texture onto this brush texture. And it's going to be
the exact same thing. Repeat, rotate and
offset the contents, all animated at that
ten frames per second. And now we have this very
unique dancing photo reference to texture applied
to our composition. It's really not all
that hard to do, but it produces some really great looking results that give you a whole lot of mileage
inside of After Effects.
7. Free Texture Looper Rig Walkthrough: Now that we've taken a
look at how you can create your own seamless textures and animate them in a
looping repeating way. I'm going to show you this
tool that I'm offering to you for taking this class as a thank you that
you can use in any project you want
moving forward. And you can download this under the Project and Resources
tab on this Skillshare page. Just click on that tab,
look at the right side, scroll down a little
bit, you'll see resources and then the
attached zip file, extract the contents
of that zip file to someplace that you
can get too easily in either open up the After
Effects project file or imported into the
project you're working on. I created a rig that does basically what I just
showed you how to do. But instead of using
a single texture, it uses a comp that has
multiple textures within it. This is a paper texture comp. If I go to the beginning, you'll see that it's made up
of a whole bunch of layers. These are all photos that I got from Unsplash converted to be seamless and balanced out the levels so that they
all have similar values. The way that I've set this
rig up is that you insert whatever textures you
want into this comp, make that texture one
frame long and offset each layer in time so that none of them appear
at the same time. You can add as many textures
as you want to this comp. And what it's going
to do is cycle through all of those textures, in addition to giving
you some extra controls. So if we take a
look at the effect controls for this comp, there's a pseudo
effect here that I created called texture looper. This allows you to set
the frames per second. So using that posterize
time expression, it's going to be
based on whatever value you type in here. So this texture is updating at a rate of 12 frames per second. Now, I could drop that
down to six frames per second and it's going
to update even slower. I have random rotation
set to one revolution. If you turn this down to 0, then the textures
aren't going to rotate. They're just going
to alternate between that sequence as well as offset using this
random offset feature. So if I set that down to 0, then we're not
getting any shifting around a rotating
of that texture. It's just switching
from one texture to the next at a rate of six
frames per second. There's one more control down
here, which is random seed, and this will just give you
a random starting point for your textures. Now, I've added a
levels control as well, which is just making
this texture a lot less prominent in my comp. You can adjust this levels
to whatever you want. There's nothing special
about this effect. If you'd rather use something
like curves to adjust the contrast of your
texture, you absolutely can. That's just what I chose to do because of the
histogram which I find to be really useful for
dialing in those values. If I scroll down
the effects list, you're going to see a
Motion Tile effect. And this is where you can
control the output width or height if you need to
fill in those gaps at all. But I'm actually using the
tile center property of the motion tile effect to shift things around instead
of the offset effect, it does the exact same
thing just shifts the contents around
within that tiled area. Then we have the
transform effect. This is where the
rotation is coming from. Again, you don't need to
touch anything in here. It's just the output width and height for the
motion tile that you may need to adjust depending on the
textures that you use, the blend mode is
set to multiply. You could change that to maybe overlay if you want to introduce some of
those highlights, but then you'd probably want to mess around with the levels. I also need to point
out that I did increase this output black to be
much, much brighter. So with the Multiply blend mode, that helped to tone down
those blacks a lot. But if you were to
change this to screen, you'd probably want to just
reset the levels fact, then change your blend
mode to say screen, and then dial in your
levels however you want. So if you want a less
washed out look, then you'd probably dial
that in and maybe bring the whites down a little bit so it's not quite as intense. And again, reset the effects, switch it to overlay
if you want to get a balanced texture affecting both the shadows
and the highlights. In this case, I might leave the levels up here
exactly where they are, but then drop the output
white down and increase the output black so that
it's much more subtle. Alright, let me change
this frames per second. Backup to 12 will just give
another value of one on the random rotation and then set the random offset to 3
thousand by 3 thousand, just so we get a lot of random variation between every single
one of these textures. Now that's the paper textures, but I actually have prepared
textures for cement, fabric, paper, and wood
that you can just swap out. And I'll show you
how to do that. Have that layer selected that have all the Effect Controls. And then just hold
Alt or Option while clicking and dragging one
of the other texture comps. So with this wood texture comp, I'm going to just Alt, click and drag into the
timeline and let go. And that swaps out the contents, leaving all of the
effect controls and expressions
exactly the same. Now I have this wood
texture overlay, which might be a
little too intense. Maybe I want to change
this to multiply and dial this in a little bit so
it's not quite as intense, maybe something like that. I could even crush those
whites a little bit. So we're just getting
a much more subtle wood texture over everything. There's also cement. Let's swap that out, click and drag while holding
Alt or Option and let go. I'll reset my levels affect. And you can see
that this is a much more grungy looking texture. I think Overlay might
work well for this one. And again, I could increase
the output black and decrease the output white to make that a little
bit more subtle. And then finally we have fabric. Let me swap that out. So you can see what
that looks like. And those are the four
options that I prepared. All of the textures are
completely seamless. Again, I found all these
textures on Unsplash, and I re-size them
to be 1920 pixels wide and balanced out
their levels so that you get a pretty
uniform adjustment of shading regardless of
which textures you apply. If you want to add in
your own textures, I want to show you
how you can do that. Let's just say that
in this fabric comp, I'm going to add
some more textures and I'll just grab maybe the wood texture since
those stand out so well, I'm just going to copy all of these and then I will find where the last texture lives in
this fabric comp and paste. So now the wood
textures are all living above all of the fabric layers. And I'll just zoom
in and click and drag to align this in sequence with the
rest of the layers. Another really quick way
to do this is actually, I'll just bring them all back to the beginning
of the comp. Just have them all
selected in the order you want them to be offset. So I'm going to
start at the bottom, shift click at the top, then right-click on one
of the layers and go to keyframe assistant and
say sequence layers. Just click, Okay,
and they're going to align each one of those
layers end-to-end. And it's now going to go through
all of them in sequence. Now, the way that I've set
up this rig is simply adding those extra layers
are now going to be implemented into
the texture looper. So if I play this back, we're gonna get a mixture of those wood textures as well
as the fabric textures. So if there's a texture
you don't like in one of the pre-comps that
I've already created, you can simply
remove it and just close the gap in the sequence. You can duplicate the
texture and offset it in time to have it
appear more often. Or you can add in your
own textures and make your own comps that have completely unique
combinations of textures. And it will all work with the rig that's set
up in this comp. Just make sure you don't
delete this one because this is what has all
of the effects and expressions driving
everything that looks into the comp and counts the layers to generate
random pattern changes. But that's my gift to you. I hope that you like
texture looper. If you do use it in any project, please tag me on Instagram
at Jake and motion. I would love to see
it and show it off. And I hope that
it's useful to you.
8. Animating a Multi-Weight Font: Now I want to show you how to
make a cool text animation, and this is what we'll use
for our class project. Now animating the
text doesn't really have anything to
do with texture, but it creates a
really cool result. And we can apply
textures using lots of different techniques
that we've already talked about too is. But to pull off this
text animation, a really need to think about what font you're going to use. So I have Adobe fonts
open right here, which is part of your
Creative Cloud subscription. You have access to
all the fonts on this site at no extra cost. I've chosen the font
rock grotesque, and that's because there are
lots of different weights. This font, in fact, not only are there
different weights, there are different widths. So compressed, condensed,
regular, widened, extra wide. So there's a total of 45
fonts in this font family, which is absolutely insane. But really I just need three. I want to go with the extra
wide version of the font. And I want to animate
the font going from a bold version of the
font to shrinking down to a much lighter
version of the font before expanding back out to the thickest version and kind of overshooting back down
to where we started. So that's why you need
to look for in a font. And if I just jumped to
the all fonts section, you can find a lot of
these high-quality multi width fonts
on Adobe Fonts, if you just search
some of the tags. So let's say we want
to go with clean font. I'll scroll down until
I see one that I like. And I'm taking a look
at these thumbnails here that show it in use. So right here we can
see that this has multiple weights to it
and it has four fonts. Seeing multiple fonts
in the font-family is a good indication that it has multiple weights right here. There's ten fonts on this one. And sure enough,
there's a bold version, irregular version of
the thin version. So if I click on View family, I can very quickly find out if this is going
to have the number of fonts that I need to
pull up the animation. So sure enough, this one
has ten different fonts ranging from thin all
the way down to heavy. This would be a great option for the type of animation
we're going to create. But take your time
browsing these fonts and find one that speaks to you. And it has at least
three different weights. Ideally, it will have a
wide range of weights so that you have many
options to choose from. But like I said, I chose a
font called Rock grotesque. So I'm going to jump
into After Effects and make a new composition, 1920 by 108024 frames per second and the
duration set to 30. That should be more
than enough time. And I'll rename this
comp text source. Click Okay, and then
type out the word extra using my font,
rock grotesque. Now like I said,
I want this to go from a thicker
version of the font, which there's so many
versions that you can't even see the entire
list on the recording, but down near the bottom, I have extra wide thin, all the way down to heavy. I want to go to maybe the
extra bold version or maybe even one thicker
will go to the black as my resting pose, basically the resting
weight for this font, I want to shrink it down to maybe the lite
version of the font, possibly even extra light, and then reinstate all the way up to its thickest
version of heavy before shrinking back down to the extra bold weight
that I started with. And I can't animate that
using a text layer, I need to convert it to shape paths that I can then
animate between. So I'm going to
actually duplicate this text layer and move it above and then
duplicate it one more time and move it below again. This middle one is
my resting weight, but then I want to shrink up
to a much thinner version. So I'm gonna go down
my font list and I'll say maybe the
extra light version. That'll be where it
shrinks and down two. And then on the third version, I want this to be my thickest. They're really inflated
and change this to the thickest version of
the font which is heavy. Now I need to convert each
one of these to shape layers. So I'm gonna do one at
a time and right-click, go down to Create and say
create shapes from texts. And I'll do that for
all three texts layers. Then I'll just grab the original texts
layers that have been hidden and drag them to the
bottom basically as a backup. Now I want to get
all of three of these into one shape layer. And to do that, I'm just going
to duplicate this top one and rename this extra animated. Now this already has
the thickest version, which would be this
one right here. So I'll shut that layer off. But what I need to do is
clean it up a little. If I open up the layer
and go into the contents, I have a different group
for each character, and within each group
is a stroke and a fill. I only need one fill. I don't need a stroke and all of the paths can live in one group. So to do that, I'm
going to switch to my pen tool by pressing
G on the keyboard, clicking on any one
of these points, and then holding down Alt or
Option while clicking and dragging to make a selection
around all of those points. Now that they're all selected, I can cut them with
Control or Command X, clean up my layer
a little bit by deleting all of
these extra groups, moving the Fill out into the contents and
deleting that stroke, I'll rename this group
paths and paste. Now all of those paths
exist in that one group. They're all being styled by a single fill and it's
much easier to deal with. Next, I just want to type in the word path in my search bar. That'll bring up the
keyframes for all of the path properties and just set a keyframe by
clicking and dragging downwards on all of
those stopwatches. Now I have path value stored as keyframes for that
weight of the font. Now we'll move on
to the next weight. And I can actually not even
deal with all the clean up. All I need to do is
select that weight, search for path to bring up
all of those path properties. And again, set keyframes
for each one of them just by clicking and
dragging down the stopwatches. Now if I maximize this
panel with the tilde key, I can select those
keyframes, copy them, go back into my
animated layer by pressing U to bring
up those keyframes. And we'll go to say ten
frames forward to hold down Shift and press Page
Down to jump ten frames, select these
keyframes and paste. And now I've duplicated
this Layers paths into my animated layer. And it's actually going to
interpolate between those two. No cleanup necessary. So I'll just turn off that layer and we'll move on
to the last one. Again, just search for path, set a keyframe on all
of those stopwatches. Select those keyframes, Copy, and then we'll move another
ten frames forward and paste those key frames after selecting the previous
set of keyframes. Now, all three weights of that font exist on
that same layer, and it's interpolating
between all three of them. It's beautiful. And this is working
so well because the type designer who
created this font and many type designers who create variable width fonts create them with the same
number of points. They're just offset in space. But because this was so well-designed, it's
animating perfectly. Now one issue that you may come across with your
font is that things move around incorrectly as you interpolate between
these different weights. And I'll show you exactly
why that's happening. If I grab, say, this point on the E, right-click on it, go
to mask and shape path and say set first vertex. Then the interpolation
is going to completely break between these
two sets of keyframes. If you didn't already
know pads actually have numbers for each one of the points that
make that path up. I set the first vertex
here for this weight, but the first vertex here
is the bottom-left corner. That's why it broke. Because After Effects
is interpolating between an indexed path that's in a different
position than the keyframes coming after it. If you see that happening, all you need to do is
find that first vertex, which again you can see
because this vertex has a circle around it and
the other ones are just dots. Find where that first vertex is consistently and set
that point to be the first vertex
for every instance of that letter and it should
interpellate properly. Another issue that you might run into is if there are
different number of points being used between character weights on
this particular font. If I add another
point on this path, it doesn't really make a difference because
After Effects is able to interpolate just
fine without any real issue. But it could give you issues, especially with curved shapes. And if that is the case, try to also align up the number of points consistently
between weights and put them as closely
to the positions they belong to a cross each
set of keyframes. Now that I have all this set up, I can actually animate it
the way that I want to. So let me just turn off this last layer towards the middle of my comp and press U to bring up those keyframes
one more time. I can ease between all
of these values just by selecting them and press
F9 to easy ease them. And if I bring up
my graph editor, I'm going to have to ease
this using speed and not the value graph because path property is not supported
with the value graph. But now I can increase
this and it now eases much more strongly
between those poses, which is really cool. Now if we take a look at the E, it is shrinking inwards. If I zoom in here,
nice and close, take a look at the
bottom-left corner. It's moving to the right and
then to the right again, I would like all of
that to line up on the left edge so that
when it expands, it's kind of moving
to the right. This is gonna take a
little bit of work, but all I need to do is set
a snapshot for this frame. So I'm going to click
on the Snapshot button, move forward to
the second weight. And then this first
path is my E. I'll just click and
drag that back and show that snapshot by clicking and holding on this
button right here. And that was actually
pretty dead on. I did hold down Shift while
clicking and dragging. So start dragging
hold shift and that constrains the axis left
or right, up or down. So I'll undo that. That was pretty good. I'll do the same
thing now for my X. Grab that keyframe, back
it up, show the snapshot. And I'm gonna do this all
the way down the line, just to the left edges
of each character, lines up with that left edge. And it's going to expand
the text out as it grows. This R is made up
of two key frames. So I'm going to grab both
of those, bring this back. And now that left edge
is locked in place. Finally, the last two
keyframes are for the a, drag that back. And that looks pretty solid. So what this is
going to do now is interpellate not
only the thickness, but it's all going
to be anchored to the left edge of
every character. I'll do the same process between this weight and this weight. Set. A snapshot, zoom in, and then one character at
a time offset the paths. There you go. Now my text is anchored
to the left edge. It's expanding inwards
from the right as it shrinks down and back out to
where it was as it grows. Now I can actually play around with the animation and have the sequence play through the way that I
actually want it to. I wanted to start here. So I'm gonna leave that set of keyframes right where it is. Then I want it to
gradually shrink down to this weight right here. So it's gonna go from
this point down to here, hold onto that for a little
bit before inflating again, but overshooting this point and growing to the
thickest version. So I'm going to grab this set of keyframes and move it forward. And now it's going to shrink
down before inflating. And then I want it
to end up back here. So I'm going to copy and
paste these keyframes. And there we go. Now this is taking
way too long to get to the thickest
version of the font. So I'm going to move that back. And even that is
probably too slow. So I'm going to just
readjust these timings a little bit and go
into my speed graph. And right here in particular
needs a lot more easing. So I'm going to increase the
influence of these handles, increase the influence of these handles and
play that back. So that's looking pretty good. I don't like how snappy
it is right here. I don't want it to hang on this inflated version very long, so I'm going to bring that down and increase this influence. Now it's really going to
snap back into position. But I think it could even bring these keyframes
back a little bit. So it shrinks down
before expanding out. I'm just going to
play around with the easing and timing a little bit more until I'm happy
with the way this looks. Alright, I think I'm
happy with that timing, but now that I have all of these sets of keyframes ease to, I can make this a little
bit more interesting by offsetting each one of them
by a couple of frames, I'm going to select
everything except the pads that make up the E and
shift them forward two frames by holding
Alt or Option and pressing the right
arrow key twice. And I'll do that for all of
these sets of keyframes, two frames forward for each. Now the R and the a are made
up of two sets of keyframes. So I'm gonna make sure to
keep those ones in sync. But now my animation
is cascading across the text and make something that looks much more
visually interesting. And that's how you can animate a variable width font in a
very fun and elastic way.
9. Adding Texture to the Text: Now that I have my
text animating, I want to start to
add some texture and some modifications just to make it a little bit
more interesting. The first thing I wanna do
is add that rough edge. And since this is
just solid black, There's no detail to it. It doesn't matter
if I use roughen edges are turbulent displace. So I'm just going to
use Turbulent Displace. I'm going to apply that effect, but actually not on top
of the shape layer. I'm just going to make
a new adjustment layer and put all my effects on this. So I'll rename this
layer effects. The reason I'm gonna do this is just in case I
ever want to reuse these effects or change out the design underneath
this adjustment layer, I won't have to copy and
paste effects around. It's just whatever is underneath this adjustment layer will get the treatment I'm
about to give it. So I'll apply turbulent displays to that adjustment layer. And I obviously don't
want it this big. I'm going to turn
the amount down and I'm going to turn
this size way down. So let's zoom in so we can see those edges really clearly. Maybe the amount can be up
a little bit more so I can dial in that size,
something like that. Maybe a little bit more intense, but just has a little
bit of a rough edge that I'm going to apply
my random expression two. So let's go into the
evolution options. Double-click on random seed
to bring that up, down here. There we go. I'll Alt or Option, click on the stopwatch and add
my random expression. But I know I want
to posterize it. So let's start with
that Posterize Time. And in the parentheses, I'm working at 24
frames per second. I'm going to drop that down
to 12 frames per second. So I'll type in 12 there, finish it with a semicolon
and on the next line, random in the parentheses, 10 thousand, that just gives me a completely unique value on every frame at 12
frames per second. And this is what it looks like. Alright, so that's my
small Turbulent Displace. Now I want to actually
duplicate this and make a large
Turbulent Displace. I just duplicated that with
Control or Command D. I will turn up the size so
that the distortion is much larger and then
maybe turn the amount down so it's not quite as
noticeable, maybe around eight. And now if I play this back, we still have that
built-in expression in my text is really wiggly. Now that might be
a little too much. So maybe I'll drop the
amount down to say five. And I think that's working
a little bit better. Now I'm driving the animation of that turbulent displace
and width my expressions. I could also use another
effect that will change the frame rate of
absolutely everything. So let me just grab that effect. It's called posterize time. If I apply that onto
my adjustment layer, now whatever frame
rate I set here is what's going to be applied
to anything underneath it. So if I drop that
down to say six, then everything including
the text animation is going to be animating at
that six frames per second. I can set that to 12 and
then it's going to match the expressions that I typed
in with the posterize time. Now I could get rid of posterize time since they match up. But that's really more
work than I need to do since it's really not slowing
me down to keep it there. So I'm just going
to leave it as is. And I can always turn this off if I decide, you know what, I liked the smoother
animation at 24 frames per second
for the text, but the texture to be at 12
frames per second regardless. I'm going to leave
that on for now. And one more thing I
wanna do to this text is basically round
off all the corners. Everything is still nice, clean, crisp and sharp. Even though it does
have these ripples. I want to round off
all of these points, and I'm going to do
that with two effects. So the first effect
is Gaussian Blur, just a simple blur, and blur it out. Maybe about that much. This is something I can
obviously change in a second. And then I'm going to bring
out the levels affect, apply that after and switch the channel from RGB to Alpha. So instead of adjusting
the color channels, I'm going to adjust
the Alpha channel. All I need to do is crushed
the low end and the high end. And as I do that,
you can see how it's sharpening up that
alpha channels. So we still have some
semi-transparent and blurry areas. The more I bring these two
in towards the center, the more that's going to
sharpen up that Alpha channel, as well as round
off those corners. So turning those
two effects off, this is what we had before,
turning them back on. This is what we're left with. So it gives me a much
rounder version of my font and I can turn that
up or down after the fact. So you can make that as round or it is pointy as you'd like. I just want to knock those
points off a little bit. So maybe around 12
pixels on the blur. I'll play that back. And that looks pretty great. Alright, one more
thing I wanna do is add a skew to the text. And this I'd probably do want to apply to the shape
layer rather than the adjustment layer because
I don't know that I'm always going to want everything
underneath this to be skewed. So I'm going to grab
a transform effect and apply it to my shape layer. Then I'll just go to
the Skew property and increase that
value slightly. Actually, I'm going to
decrease it so it goes in the negative direction
and maybe put it at negative eight. So now it has a slant. And that's going
to play into how I title this in the next video. But there we go using
an adjustment layer and a stack of effects. I've applied this
textural treatment to my text and just giving it a
little bit more personality.
10. Repeating the Text Animation: The next thing I
want to do is title my text so that it fills
up the entire comp. And I'm actually going to put this comp into another
comp to do that. So I'll drag this
text source comp down to the new comp
button and let go. That will precompose that
comp within the new comp. And I'll call this text tiled. And to do Mai
Thailand, I'm going to use the Motion Tile effect, which we looked at with
the looping textures. So I'll apply that
to the pre-comp. And the thing about this effect is that it's going to start at the edges of the layer you've applied it to and then
tile out from that. So I won't be able to
see anything if I change the output width or height
and less I scaled it down, then we're going to
see that repeat. And this actually
brings up a problem with the way that
I skewed my text, since it's at that angle, when it repeats the pattern, they're no longer aligned. I want this to be a continuous
line of the word extra, one after another,
but at that slant, in order to get that to work, I'm going to need to go
back into this precomp and rotate the text so that it's
back to being horizontal. So let me grab that
text layer and I skewed this at a value
of negative eight. Let's go to the
rotation property of the transform effect and change
that to a positive eight. And there we go, That's going
to rotate it back to me and horizontal while
maintaining that skew that I incorporated. Now what I can do is go
back to my tiled comp. These are all going
to be in a line, but I can press R on the keyboard to bring
up the rotation for this layer and back this
up negative eight degrees. Now we're back to having
the same skew and angle, but the motion tile
effect is going to repeat on that angle. Now I don't actually want
this text to be scaled down. So I'm going to press S on
the keyboard to bring up the scale and change
this back to 100. And I actually don't
need to change the output width or height, so I'm going to change
that back to 100 by 100. Instead, I'm going to use tile center to shift this
text around right within the contents because it's being rotated with the
Transform controls at the layer that's also going to rotate the angle of the tile. That way we're still
maintaining that angle. Now the way that I'm
going to animate this is by first setting
a keyframe on the tile center
property and then going forward maybe
five seconds. I don't know how long exactly
I want this to be yet, but I'm just going to
estimate around five seconds. And I'm going to push
this to the left. I'm going to want this center
line moving from right to left until I get to a
value of negative 960. So the first keyframe
value was positive 960. Moving it back to negative 960 is going to
shift the contents fully through that tile and we'll end up back
where we started. So if I play this back, it's going to end up
right where it started. So at the end of five
seconds here, there we go. We're back where we
started and we could loop this and it would
play back seamlessly. So right there you
see it jumps back and it just continues
on forever and ever. That's exactly what I wanted. But I want that to continue forever after that five
seconds has gone on. So I'm going to
add an expression to this property
by Alter option, clicking on it and
type out, loop out. There's the auto-fill, I'm just going to
double-click on that. And I could customize
this loop out a bit by putting something
in the parentheses, but I actually don't need to. I'm just going to finish it with a semicolon and click off. And now it's going to just cycle these two keyframes
over and over. So as soon as it gets to
that second keyframe, it jumps back to the first one
and goes on and on and on. In fact, I can show you what
that looks like if I go into the graph editor and I click
on this button right here, show post expression graph. This red line is the x-axis
for the tile center property. And you can see it's going from the first keyframe to
the second keyframe before jumping back and repeating over and
over and over again. So every time it loops there, it just looks like the animation continues on forever and ever. That's exactly what I wanted. Now what's not looping is
the actual text animation. So let me go back
into this precomp and find out where that
animation loops. It looks like it's around
two seconds and 11 frames. So how about I choose
a point that I want this to loop at maybe
right about there to 17. I'll play through
this one so I can see how long it takes to loop. I think that's a
pretty good timing. Maybe shave off a
couple of frames there. We'll say two seconds
and 15 frames. So that's actually 63 frames, and that will be my loop point. So I'll jump back
to this main comp. Right-click on my text, go down to time and say
enable time remapping. Because my play head is
already aligned to 63 frames, all I need to do is add a
keyframe on that property. If you've never use
time remapping before, this is basically the
timing of that layer. And I can set keyframes to
change the interpolation, the speed of that layer. In this instance, I also want to just loop between
these two keyframes. So I'm gonna get rid
of the last keyframe, since I don't really
need that anymore, the animation exists
between these two. And I'm going to add a
loopOut expression again, except this time I'm going to modify it slightly and
I'll show you why. I'll alter option. Click on
that time remap and type in, loop in with parentheses. Then after the parentheses
say plus loop out, double-click on that one, and then say minus value. Now I'm not going to
get into the details of exactly how this works, but I'm just going to apply it. And what this is going
to allow you to do is move these two keyframes
wherever you'd like. So I'm just going to shift
them out over here and now it's going to loop
in both directions. Let me shut off
motion tile just for a second so we can focus. You see that it's a looping
before those keyframes, as well as after
those keyframes. I can place these wherever I want and it's going to
loop in both directions. And that's really great because the next thing I want
to do if I align these back to the beginning is duplicate this
instance of the text. Control or Command D shifted up and have another line of text but moving in the
opposite direction and have the animation offset
from the original. So I need to do two things. I'll press U to bring
up the keyframes. First, I need to swap
these two keyframes so that instead of moving
from right to left, let me bring those
effects back on. Instead of moving
from right to left, I want this line to
move left to right. And all I have to
do to get that to happen is swap these
two keyframes. So with them selected,
I'll right-click, go to keyframe assistant and
say time-reverse keyframes. Now they're gonna go in
the opposite direction, but they're animating
at the exact same time. So what I want to do is grab those two
keyframes and basically offset them by half
so that the two lines of animation are not
perfectly in sync. So if this second keyframe is
63.5 of that would be 31.5. So I'll just say 32. And that's where I want to move this first keyframe for this second instance
of the layer. So this is what my
keyframes look like. I'm just going to hide motion
tile by pressing Alt or Option on a Mac or Shift
and clicking on it. And that will hide
those two properties. But this is the timing
of each of these comps. Now, now I want to take this second instance and
duplicate it again and move it down below to keep track of which direction
these comps are going. I'm actually going
to select these two and change their
color to orange. And I'm going to change this
one to, let's say purple. The purple ones will
go right to left and the orange ones will
go left to right. Now I want to make sure
that I'm offsetting these equal amounts. So I'm going to
add a null object right in the middle of the comp. I'll go up to Layer
New Null Object. This layer doesn't render, It's just used for reference basically and allows you
to parent things to it. But I'm going to call
this center point, then I'll parent all
of my layers to it. So now if I press P to
bring up the position, everything is relative
to that parent layer, which is right in the
center of the comp. So this layer is at 00. This layer is moved
up negative 338, let's just say 330. And then this one
I want to move in a positive 330 pixels. And that way I know
that these are evenly spaced out
from each other. Now I'm going to need
another instance of this one moving
right to left, up here as well as down here. So let's duplicate this
layer and move it up. Now I know that I need
to go 330 times two, so I will say negative 660. And now that's aligned
where it needs to be. But it is getting cut off there. And actually all of these layers are getting
cut off a little bit. So I do need to increase the output width even
just to 110 is enough, but just for safety,
I'll say 120. Let me just do that quickly. For all of these layers. Change the output width to 120. And now I know that
those will all extend out to where
they need to be. Now I'll duplicate that
layer one more time, press P and change
this to a positive 660 and that will fill in
the bottom right corner. Now I can play this
back and all of my texts layers are cascading
throughout my comp. I think that's all
working really well. I think it's all just moving
a little bit too fast. So I'm going to
press U to bring up the keyframes one
more time and select the second keyframe
for motion tile on each one of these layers just
by clicking and dragging. Honestly, I think five seconds is twice as fast as I want, so I'm just going to go down
to ten seconds and move those keyframes all the
way there while holding Shift to snap to that point. And now the text is
just going to take a lot more time to animate
across the entire loop. But I think that's fine. I like this slower movement. Another thing I'm
not a big fan of is how far apart everything
is spaced out. Now that I see it as a whole, we're barely seeing
this copier, this copy. So let's just space these out
a little bit differently. I'll press P to bring up the
position of all of these. And we'll start with
the closer ones. Maybe I'll drop this
down to say 280. Negative 280 and then
doubled to 80 would be 560 and negative 560. Alright, I think I like
that a little bit better. Now we can see more of those outside comps and
it's fun to look at. Another thing I
don't like is how these two lines are animating
at exactly the same time. Same thing for
these three lines. So what I wanna
do is give myself a little bit more room here and bring up the keyframes
for the time remap. So I'll select all of those by controller command
clicking on them, and then double-tap the S key to solo those properties
and I miss this one. So double-tap on the S and
there's my solid properties. I think what I want
to have happen is, is offset each one of
these by four frames. So starting with the top one, which would be, Let's see
this layer right here. So I'll move that all the
way down to the bottom. That will be our
leading animation. Then we'll go to the middle one and that will go
forward four frames. So Alter option right
arrow key four times 1234. Then I'll grab the
bottom instance and move that forward
eight frames. So 12345678, That's Alt or Option plus
the right arrow key. Now I'll just solo these
three layers so we can focus on them and see that the animation of the text is offset four frames per layer. And I think I like
the way that looks. Now I want to do the same
thing for these two copies. So let's turn the solo
offer those turn so on for these and just grab
these two keyframes, move them forward, four frames. And now those will
be offset as well. So if we un-solo those
and look at all of this together, everything is offset. Honestly though, now
that I see it this way, I think it's a little
distracting that three lines go at one time and then the other
to go at a different time. So what I'm thinking I want to do is actually start at the top and cascade all the way
through down to the bottom, not offsetting these so
much from the others. So let's rearrange
the order of these so they corresponded to the
order visually in the comp. So we've got top
layer right here. That's the middle layer,
the bottom layer. This is layer number two, and this is layer number four. So now these are in order. I just want to offset
each one of them by four frames from this
layer up to this layer. So it will go 1234, that's page down
on the keyboard. And then shift, drag these over. Them will shift
the next layover, 1234, this next layer, four frames from that 1234. And then 1234 for
the last layer. And now the animation of
all of these are going to cascade from top to bottom. I think that plays a little
bit better visually. Now, these might even be
a little bit to offset. This is all completely
up to you how you want it to look for my taste, I think four frames
was too much, so I'm just going
to quickly take two frames off of each of the spacings of each layer so that they're not
quite so offset. Yeah, I like the way
that looks better. So you can play around
with the timing as much as you'd like. I do want to see what it
looks like if I jump into this precomp though and just
turn off the posterize time. Since all of this text is moving so smoothly in this comp. I may or may not want to
have that in the end, but I think I'm just going
to disable it for now. Next, we can really start to
grunge this up and give it a lot more texture so that it's not just solid blocks
of black text.
11. Final Texturing of the Text: Now we'd like to start adding some texture to my animation. So I'm once again, I'm going
to drag this tiled comp into a new comp and I'll
rename this extra, extra because I think this is probably going to
be my render comp, and this has all been on top
of a transparent background. If I turn my grid on and off, you can see there's
nothing in there. So I'm going to start by
just making a new solid, by going up to layer new solid. I'll name it BG for
background and we'll just choose something that's a
little gray, not pure white. Click. Okay, I can always change this
with a fill effect later, but just something like that for the background temporarily. I'll lock that layer
and I want to add a halftone pattern to
the inside of this text. Now I have a YouTube
tutorial going in depth on how to create
this halftone effect. You can find a link to that in the notes of this
video right now. But I'm also going to show
you how to do it right here. First I'm going to make
a new adjustment layer. So I'll go up to layer, new adjustment layer, and
I'll rename this half tone. If you're not familiar
with halftones, this is what they look like. It's a method of printmaking
that allows you to get details with a
single pass of ink, so a single color,
but it creates these gradients basically that allow you to build images from. Now I want to use this with the photo textures
that we've been using. So ours is going to look
something like this, where it's a texture that's made up of dots that are
also a texture. So the first thing
I need to do is generate that dot pattern. So I'm going to
bring out the effect CC ball action and apply that
to the adjustment layer. This is going to split
up everything underneath it into these individual dots. They're a little
bit big right now. So I'm going to turn the
ball size way down and let's turn our transparency grid on so we can see them clearly. There are also
spaced out too much. So I'm going to change the grid spacing down to maybe around two or three and then maybe increase that size
back up a little bit. Now, like we already
saw, this effect is making the background
completely transparent. And I don't actually want that. So I'm going to add a
solid composite effect, which will just fill in that background
transparency with whatever color I said here, white is actually fine,
but for the dots, I want them to be all
black right now it's basing the colors on the
actual contents of my comp. So I'm going to add a fill
effect just before that solid composite and change
the color to black. So now I have black dots
on a white background. Next I want to add
a Gaussian blur, so I'll put that
right after the fill, before the solid composite and then just increase
this a little bit. This is going to make
the dots a little bit softer and allow them to kind
of blend into each other. I don't wanna do
it so much that I lose the black in the
center of the dots. So actually, let me
just turn the grid spacing up to maybe four. That looks a little bit better
of a size at 100% scale. This is how big they are, and I'll turn that blurriness
up to maybe seven. Now on those examples that I showed you of the half-tones, they're not usually in
irregular grid where it's horizontal and vertical
perfectly aligned like this. It's more often
aligned at an angle. You can actually rotate
the CC ball action effect. So there's this hack
that we can use basically with the
Transform effect. If I search for
that and bring it out before CC ball action, what I'm going to
do is rotate this negative, say
Thirty-three degrees. It doesn't look like
anything has changed. But if I duplicate
this transform with Control or Command D and drag it after the CC Ball Action
Effect and change the rotation to
positive 33 degrees. Then I'll zoom in here, you'll notice that
my dot grid has changed to actually being aligned to that
Thirty-three degrees. So let me actually collapse
all these effects and walk you through
what we did first, we rotated our comp, then we applied CC ball action, which is giving us this perfect horizontal and vertical grid, but everything is rotated. Then we rotated it back so that not only is
our comp back to normal, But the ball action
grid has also rotated. That's the kind of hack
here that we have with this transform
sandwich, as I call it. Then we filled everything
so that it's pure black, softened it all up and filled in that
background with white. Now those dots might still be a little bit on the small side. So I'm going to turn
my grid spacing up to maybe five or six. Turn the ball size up slightly and then change
my Gaussian blur to match so that it just in bleeds that color into each
other a little bit. Now I'm going to add a
CC composite effect. This is going to allow
me to read composite, the unaffected
version of the comp, since this is an Adjustment Layer and unaffected version of whatever we've applied it to cut back on top of everything. So we're basically ignoring all of the effects that
we applied before it. But we can blend this with
any one of these blend mode. It doesn't have to
just be a straight composite back on top. So if I went to say screen, it's going to recompose it, the unaffected version back on top of all of these effects, I want to use a special
blend mode called Hard Mix. That doesn't look like
it really did anything. But if I add another
Gaussian Blur just before CC composite and
blur it out a little bit. And that doesn't
really look like anything has changed and that that's probably just because of how much I blurred out my dots. So if I go back to Gaussian
Blur and turn this down, sure enough, there we go. My halftone pattern
is coming in. The thing is with half-tones, they're really
meant for shading, for adding in details. And my comp, if I turn off this adjustment layers
just in gray and black, we're really going to
see a benefit from this halftone
pattern is if we add in some variation
to our composition, and I'm going to do
that through textures. But just to show you, I'm going
to add a Gaussian blur to my text tiled layer
and just blur it out. So as I do that, you see how the edges are getting that halftone
pattern introduced. The way that this
hard mix blend mode interacts with values is basically by increasing
or decreasing the size of my halftone pattern. So pure black becomes solid and pure white would
become pure white. Everything in between
is assigned basically a size of dot to produce
this halftone pattern. Now, I don't actually
want to apply this over top of everything. I want to apply it
to a texture and then contain that
within my text. So let me get rid of
that Gaussian Blur. And I'm going to use
my texture looper rig that I created to
do exactly that. So to apply to a project that
doesn't already have it, I'm just going to
double-click to import a new project and
I'll navigate to where it's saved and
just double-click on the project texture looper,
double-click on that. And it will import that
project into its own folder along with all the assets
that were in that project. Now I need to open up the
texture loop comp to find the comp That's actually set
up with all the expressions. I'll copy that, go into
my render comp here, extra, extra and paste, and then drag that just
above the background. So now I have that texture
loop in my background, but I want this to have the halftone pattern and be contained within the text layer. So first let's just apply
the halftone treatment. I'll solo this layer, go into the Effect Controls and reset my levels so we can
see it a little better. I actually want to use the
wood textures for this. So I'm going to Alt or Option, click down to the timeline
and let go to replace. And now we're using
the wood textures rather than the paper textures. These textures are perfect
for applying halftones to, since they're just
different levels of gray. Remember, different values
is what determines how large the dots screen pattern
is on top of this layer. So I'll turn on my adjustment
layer and solo it as well. And immediately that
halftone pattern is applied. And I can modify things slightly to try and get this
to look a little bit different if I collapse up
these effects and just add a Gaussian blur at the bottom of the effect stack and just
increase that value. That's going to make
my textures softer. So the details are going
to be not quite as sharp. Or if I delete that and go
back into my halftones, I could go into CC ball action, maybe turn the grid
spacing down one or two and turn the ball
size up a little bit. And that almost acts as
a contrast adjustment. So you can play
around with these a lot to come up with a
texture that you like. But over the entire comp, this is way too much. I don't want it to
be this intense. So what I wanna do is
un-solo those two layers, change the blend mode
back to normal for this comp and then select
both of them and pre-compose. So I'm gonna go up
to Layer and all the way down to pre-compose. And I'll call this
halftone texture loop. Click. Okay, and now that all
exists as one comp. Now what I wanna do is use this halftone texture as
a matte for the text. So I'm gonna move the
text below the texture. Click on this comp and go
to my Track Matte columns, and go down to the option
called a luma matte. What this is going to do is use the black and white values to shape the alpha
channel of the mat. So everything that's
white will be revealed and everything
that's black will go away. So I'll click on that. And now that texture is
living within my text. So now if I play this back, we're getting that animated
looping wood texture as a halftone pattern
contained within my text. And I think that
looks pretty good. The dots could probably
stand to be a little bit smaller and maybe a little
bit more close together. So let's go back into that
halftone texture loop precomp into the
adjustment layer, turn the ball action size
down to maybe three, as well as increased
the ball size so that we're filling in
with a lot more in black. I can also scroll down
my effects and increase the blurriness a little bit
to make that a little softer. And then maybe the ball size wouldn't need to
be quite so big. Something about there. I just want this to be a
pretty grungy texture. So it's okay if I
close the gaps a lot, I really don't want to
lose too much detail in the text in here. So I may need to tweak
this even further, increasing the ball size, taking a look at what the other
texture layers look like, and maybe trying
something like that. And now that I'm
back in this comp, I realized what I
did was make it less visible because the
more black there is, the more that will be
eaten away in this comp. But there is another
Track Matte mode called luma inverted matte, where white will become transparent and
black stays opaque. So if I just do that, then we're going to
get a lot more detail back in our text. And I can probably
dial back that size in CC ball action just
a little bit more. So somewhere around there. And now that's got a
really nice quality to it. But every now and then there is a texture that really takes
a lot of the letters away. So say this texture right here. What we can do to make all
this text a little bit more legible is bring back a border or an
outline for the text and fade into this
textured center. To do that, I'll duplicate
my text tiled layer. And that's still going to be
set to Luma Inverted Matte, even though we can't see it,
I'm just going to drag it to the bottom so
we can see that. Change this to know Track Matte and then move it
back up to the top. And I'll rename
this text outline. Now we're going to use that
same inner shadow technique to generate a
transparent center, leaving just the outside border. So I'll start by
adding a Drop Shadow. Say shadow only
change the distance to 0 and increase
the opacity to 100. Increase the softness a bit. Invert that with the
invert effect and change the channel
from RGB to Alpha. So now we have
basically a stencil of our text and then add
a CC composite effect, changing the composite
original from in front all the way down towards the
bottom two stencil alpha. Now I'm left with this
kind of shaded outline, but I can make it a little
bit more bold if I add, say, a levels effect. So I'll just add that after everything changed the
channel from RGB to alpha and then just crushed the high-end to bring in
more of that opacity. I can also play around with the gamma to keep that
center point transparent, maybe bring the low
end up a little bit. But now I have this outline
which if I un-solo that the layer is kinda filling
in those outside edges now, that is still pretty soft. So I'm going to really crush the alpha here so
that we're left with something that's much more solid and that's what
that looks like. That might be a
little bit too thick, so maybe I'll bring it out
this way a little bit. Now we have this nice
textured outline with the halftone interior. And if I go back
to my drop shadow, I could increase the softness to bring that further
towards the center of the text and maybe
play with that Alpha crushing right
here a bit more. I still think that it's
knocking out a little bit too much of the
interior of that text. So I'm going to jump back
to my halftone texture and tweak this a bit more. Maybe that ball size needs to be pushed down even a
little bit further. And maybe I shouldn't mess with these settings a little bit to get my texture to be a
little bit more uniform. If I turn this off and back on, there isn't all that much
variation in the contrast. And I think that my halftone
texture should reflect that. So maybe I turn them
blurriness down quite a bit on the Gaussian Blur
and just continue to play around with these
balls size settings. I think that's a little bit
more subtle than it was. It's still very much a parent, but I like the way
that that looks. Now. I'd also like to make
this not pure black. I don't want that
text to be so dark. And I'm actually
going to do this with an adjustment layer
and the tint effect. So at the top of
the entire comp, I'm gonna go to layer,
new adjustment layer. And I'll call this effects. And I'll just apply a tint
effect to the entire comp. Now this will re-map the
black and white values, and I don't have a
solid white background. I have this in gray background. So I'm actually going
to change that to pure white by applying a fill effect, setting it to white. And what that will
allow me to do is since my text is black and the
background is white. Now I can change the colors of everything with these two
controls of the tint effect. So I could grab that
white and knock it back down to a light gray color. And I could grab this black and pull it up so
that it's more of a dark gray color and it's
not so extremely black. So this is width and without, and I think I liked the
way that, that looks. Now let's incorporate some photo textures
to this composition. I have one imported here that's just like a cardboard texture. Just had some very fine details. And I want to
randomly offset this. And just like I have in
my halftone texture loop, so I'm going to
copy this textures would comp into my render comp. I'll just paste that at the
top and then I'll pre-compose this cardboard texture
just by pressing Control shift C or
Command shift C on a Mac. And I'll call this Paper Source. Leave all attributes
in this comp is fine. And actually I'm just going to delete that out of here and swap this new pre-comp
with this one here. So having this layer selected, click and drag while holding
Alt or Option and let go. And now my texture looper rig is going to be applied to
that single texture, since that's the only
texture that's in this comp. So let's get back to this comp. Now we have this
texture looping around. I don't want it to
have any color, so I'm going to
add a tint effect. Just apply that there. And I want to drag
that just above the background and actually
use it as my background. So it made everything
a little bit too dark. I want to try and match
that other gray level. So I'm just going to bring
up a levels of fact, apply it to that layer, and then just bring
those brights up a bit. So somewhere around there, maybe just slightly brighter. And that's pretty much what I had on the background before. But now it's this
nice paper texture. And if I play back, it's animated, which
is really great. Now I want to add a
couple layers of texture over top of the entire comp. And I can actually do this with duplicates of this
paper source texture. So let me duplicate that
and move it up to the top. I want to start by adding dark specks based on
this paper texture. So I want to kind of isolate these spots right
here that are darker. To do that, I'm going to go
into the Effect Controls and we'll just use this
same levels instance. So instead of just making
everything brighter, I want to bring those whites up, but then really crush the blacks and adjust
this gamma so that we're left with basically
just the darkest areas of our texture. And if I solo that
layer and play it back, you can see that now we have these dark specks because
those are now isolated. I can use that blend mode of multiply to get rid of
all that white area. And those black
flecks are now being animated on top of
everything. That's great. I want to do the
exact same thing now, but basically inverted. So I'll duplicate that layer, solo it so we can see it and add an invert to
the entire image. So I'll just apply that. And now my black becomes
white, white becomes black. And I have these white specks instead of black specks that I could use the Screen blend
mode on instead of multiply. And it's a little harder to see. But if we zoom in
right about here, you can see as I turn
this on and off, we have white specks now
showing on top of everything. And maybe I want to adjust the levels a little bit to bring back in some more of that
fine texture detail. So it's a little bit more visible and we have
some more movement. As I play this back. I really liked the
way that all of those textures are
working together. The half-tones are probably still a little bit
too distracting. So I'm going to modify
these properties a little bit to make
it less contrasted. Jump back into my
halftone texture loop, maybe go into the levels for the texture itself
and just lower the overall contrast by
bringing up the output black and bringing
down the output white. So if I turn that
off and back on, you can see that it's really
just a leveling everything out and taking away a
lot of that contrast. That's probably the setting that I've been looking
for this whole time. If we jump back in. Now that texture is
a lot more uniform. And now that I've found
exactly the setting I need to be modifying, I can actually click on
this comp window and say View new viewer
that will open up this comp into a
locked comp window, which allows me
to jump back into this texture loop and make modifications while seeing what the result will be
in my main comp. If I adjust this value
a little bit more, we can see how that's going
to affect my overall texture. This is more of the look
that I was going for. I wanted something that
was a lot more filled in and had a subtle texture. So I really just needed to
darken it up quite a bit. And now if I jump
back into this comp, I can close this extra
viewer, play this back. That wood texture is contained within the text
much more subtly, but it's all interacting with the other textures that I have going on in the background, the flakes on top, and that outline that we've added around the outside
edges of the texts, I could probably make that
a little bit more soft now, just by not crushing that
Alpha channel quite so much. And now that falls off
a little bit more from the solid areas to the
transparent areas. Now that I see all
of these textures interacting with the text, I'm realizing that the
roundness that I added to the points of the texts really isn't that noticeable anymore. So I'm gonna go back into
my text source comp, grab that effects
layer and increase the Guassian blur
here at the bottom of my effect stack a
little bit more. Remember the more I do this, the softer the text gets. I want that to be
very noticeable. That's a soft edge. And then let's take
a look at what it looks like in our main comp. That's a lot better. It's nice and rounded. It looks almost like
it was printed. I just want to make sure that on this finished version I'm not blurring it out so much that
we're breaking up the text. So right there at its thinnest, It's still just
slightly connected. I'm happy with the
way that that looks. But I think the last
thing I want to do is just embrace
the low frames per second look and just drop it all down to
12 frames per second. So I'll just use this
adjustment layer that I have in my render comp and apply
that Posterize Time effect, drop it down to 12
frames per second. And because this is
above everything, everything gets that 12
frames per second treatment. I can play this back and it all feels very cohesive
and uniform now. But now as I'm looking at this, I'm realizing that the
loop point doesn't sink. If you pay attention
right there, this last frame does not match
up with the first frame. And I realized that's
because the timing of the text animation
needs to line up with the timing of the tiles center offset in order for it
to loop seamlessly. Right now I have 63 frames and between the start and the
end of my text animation. And really I need to
re-time this so that it fits evenly between
these two keyframes. So this is a 10-second
gap from here to here. So if I just drop these
back to be 2.5 seconds, it should line up. So let me grab all of the
second time remap keyframes, zoom in a little
bit on my timeline, find that 2.5 second mark, which would be two seconds, 12 frames, and then
just click and drag while holding Shift
to drag that back. Now that this is
evenly divisible, so ten divided by
2.5 gives me four. The text animation should
play back four times within this 10 second loop
of the tile center offset. So let's go to the looping frame and compare that to
the starting frame. And sure enough now
they're identical. So if I go back
to my render comp and play this back
one more time, when it loops, we
shouldn't see any seam. It looks like that
was perfectly hidden. Now that crisis is inverted and that's one of the
benefits of the time remap because all
of the animation was done within this comp here, I can read time it
however I need to, using time remapping, fit whatever timing
I'm trying to create. One final tweak that
I want to make is offsetting the timing
of the tile offset. If I just bring up this timeline Windows,
we have more room. I'll solo all of these
tiles center properties by control or command
clicking on each one of them, double tapping the
S key to solo them. And basically I
want to offset each one of these sets
of keyframes by, we'll start with two frames. So leaving the bottom
layer where it is, I'll shift all of these
forward two frames with alter option and
the right arrow key, one to de-select this layer
with Control or Command click Alt or option
right arrow key two more times and
just down the line, offset each of these
by two frames. Now if we take a look at this, it's all offset a
little bit more. This could probably stand
to be even more offset. So let me just quickly
add two more frames between each one of
these sets of keyframes. And that spreads
out the offset of the text animation
just a little bit more so they're
not all perfectly aligned and I liked that
look a little bit better. The only issue I'm seeing
here is that they don't have that special loop in loop out expression that we had
for the time remapping. So I'm just going
to press U to bring up all the keyframes
for this layer. Right-click on time remap and
say Copy Expression Only, and then paste
that expression on all of the tile center property. So that will lead the
keyframes where they are, but change out their expressions that they loop in
both directions. And the animation will have been already started on
this first frame and should line up
perfectly still and at the 10-second
mark, which it does. So now I'll play
this all back as a whole and we can see all of the different techniques
that we've learned in this class being applied
in different ways. I really liked the way that they're all
interacting together. I think it gives it a really
nice visual texture that you just can't get from standard
vector solid graphics. I think it's really fun
and a cool piece to share. So now you can take what you've
learned in this class and apply it to your
own class project, choose your own font, your own word or phrase, and give it a fun animation and see what you
can come up with and make sure that you
share your class project with all of your other
fellow students.
12. Thanks!: That's it. Congratulations
on finishing this class. Thank you so much for watching. I truly hope that
you were able to learn some new things and think about how you might
start applying textures in some unique
and creative ways. From here, if you haven't taken
some of my other classes, I would definitely
encourage you to go check out something like
the stop motion look in After Effects where
I show you how to make a completely customized felt look stop motion animation type motion
graphics project. And it uses a lot of the
techniques that we've learned in this class for applying photo textures as well
as roughening up edges. That's a really great example of how to take what I taught you in this class and create
something very specific. There's also the
knit sweater look class where you
can basically put anything that you want
into a comp and it will come out looking like it
was knit into a sweater. And one of my earliest classes, the paper cutout look
in After Effects. I showed you how to use, again a photo textures of
actual paper and apply it to graphics
to make it look like it was actually made
out of that paper. And those are just a few. Just check out my classes on
my profile and you'll see a variety of things that you can start learning from and
start to have fun with. If you enjoyed this class, I would love it if
you left me a review. It's always beneficial for me to know what I'm doing well
and what you'd like to see me improve on and be
sure to follow me here on Skillshare so that you can see anytime I post a new class, as well as over on YouTube, I have a YouTube channel where I post regular content and you can learn all kinds
of stuff from me all the time,
right over there. You can find the link to that in the notes of this
video right now. And if you use anything
that you learned from me in any
projects on Instagram, be sure to tag me
at Jake in motion. I always love to see
that and show off my students work in my stories. So don't hesitate
to do that either. Thank you again so much
for taking this class. I truly appreciate it and
I'll see you in the next one.