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After Effects Apprentice 13: Paint, Roto, and Puppet

After Effects Apprentice 13: Paint, Roto, and Puppet

with Chris Meyer and Trish Meyer

 


In this course, Trish and Chris Meyer introduce a series of creative tools inside Adobe After Effects. The centerpiece is Paint, where Trish demonstrates how to use the Brush, Eraser, and Clone Stamp tools to draw on a layer, remove portions of it, or repeat elements around a composition. These tools can be used for artistic purposes as well as to repair problem areas in footage. Chris shows off the Puppet tools for distorting layers, and the incredible Roto Brush, introduced in After Effects CS6, which allows you to separately define foreground and background elements so that you can replace backgrounds and selectively add special effects.

The After Effects Apprentice videos on lynda.com were created by Trish and Chris Meyer and are designed to be used on their own and as a companion to their book After Effects Apprentice. We are honored to host these tutorials in the lynda.com library.
Topics include:
  • Creating, erasing, and animating brush and clone strokes
  • Using Paint to reveal a layer over time
  • Creating animated distortions to flat artwork with the Puppet tools
  • Replacing backgrounds with the Roto Brush

show more

authors
Chris Meyer and Trish Meyer
subject
Video, Motion Graphics, Visual Effects
software
After Effects CS4, CS5, CS5.5, CS6
level
Intermediate
duration
3h 11m
released
Dec 21, 2011
updated
Dec 12, 2012

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Introduction
Welcome
00:00(music playing)
00:06Hi! I'm Chris Meyer of Crish Design and in this After Effects Apprentice Lesson,
00:10we want to cover three sets of advanced tools:
00:13Paint, Roto Brush, and Puppet.
00:16In the first portion of this lesson Trish will demonstrate After Effects Paint tools.
00:21She'll show you how to use the Brush tool including its options
00:24for duration, channels, and modes.
00:26The Eraser tool, which also has its own channels and modes to reveal layers,
00:32and the Clone Stamp tool, which makes it possible to repair problems with
00:35or add objects to existing layers.
00:37I will then demonstrate the Roto Brush tool, which helps automate the process
00:41of cutting out a foreground object on the background.
00:44I'll start with a simple instant gratification exercise just so you can
00:47get familiar with the tool.
00:48Then I'll walk you through a much more difficult shot showing you the essential workflow
00:52of identifying and defining a base frame, setting the propagation parameters,
00:56making corrective strokes overtime, and refining the final matte
01:02so it blends in nicely over your background.
01:03Then we'll end by having some fun in playing with the Puppet tool.
01:07I'll show you how to warp and bend flat still image artwork,
01:11how to manage overlapping areas, how to control the amount of work applied
01:14to specific areas of an image, and how to deal with images that have complex
01:18alpha channels with multiple shapes.
01:19When you master these three tools, you're definitely going beyond
01:23the basic After Effects user and becoming a real power user.
01:25These tools have uses both for creative purposes and for visual effects work.
01:30So if you're ready, let's dive in and learn some new tools in After Effects.
Collapse this transcript
Using the exercise files
00:02Throughout these After Effects Apprentice courses, you'll find that Trish and I focus
00:06on core concepts of using and learning After Effects.
00:09Not specific tricks that only work with certain pieces of footage.
00:12Therefore, if you don't have any exercise files, or if you want to use your own footage,
00:16you'll still get a lot out of just watching these videos.
00:19That said, studies have shown that the best way to learn something is to actually do it.
00:24Therefore for the optimal learning experience we suggest you do get access to the exercise files.
00:28There are two ways to do that.
00:31One is to get a lynda.com premium membership.
00:34That will allow you to download the files for After Effects CS4, CS5, CS5.5 or CS6.
00:41These are the same files we're using when we record these videos.
00:44The other approach is to get a copy of our book After Effects Apprentice.
00:48The third edition covers CS5, CS5.5 and CS6.
00:51If you're still using After Effects CS4, then get the second edition of the book.
00:55Those files are pretty close to the ones we use throughout this video course.
00:59Whenever there are differences we'll note them as we teach.
01:02Now either way we think it's a good value.
01:04If you get the premium membership to lynda, you could access to exercise files for hundreds
01:08of other courses.
01:10If you get one of our books, you've got some additional text explanation for each of the
01:13features we discuss and you've got a desk reference next to you all the time.
01:17Now throughout these lessons we're going to be using a combination of After Effects
01:20CS5, CS5.5 and CS6. Don't be thrown off by any minor differences in the user interface,
01:27most of the functionality of After Effects is identical across all of these versions.
01:32If there are differences from version to version, we'll note it in the little caption that
01:35runs along the bottom of the screen.
01:37But all that said, we really hope you have a lot of fun with these courses learning After Effects.
01:42It's the application we've been using for ages now, we have a great time with it, and
01:46we hope you get the same enjoyment out of it that we do.
01:49
Collapse this transcript
1. The Brush Tool
Setting up
00:07 In this movie, we'll set up the workspace for using Paint and cover some
00:11 important basic concepts.
00:13 If you have the Exercise Files, go ahead and open AEA_Paint and Puppet.
00:19 If you are following along with our second edition of After Effects
00:22 Apprentice, this is Lesson #10.
00:23 I am going to open the first composition 01-Paint Basics*starter which includes
00:31 one layer of a fanciful mask.
00:34 If you don't have the Exercise Files, just import any image that has an
00:37 interesting alpha channel.
00:39 When I turn on the Transparency Grid, you can see this image has an alpha
00:43 channel and even the eyes are transparent and that will be important later on,
00:48 when we learn about how to paint with different channels.
00:51 I'll turn off the Transparency Grid and then double-click the layer to open the
00:56 image in the Layer panel.
00:58 Whenever you use any of the Paint tools, you must be in the Layer panel,
01:03 not the Composition panel.
01:04 I'll set the magnification to Fit up to 100%, so we can see our entire image.
01:09 There are three Paint tools; the Brush tool, the Clone Stamp tool and the Eraser tool.
01:17 Notice if you click any of these tools, because the Auto-Open panels options is switched on,
01:22 two panels automatically appear on the right hand side,
01:27 the Brushes panel and the Paint panel.
01:29 These panels have been added to the Standard Workspace or whatever workspace
01:33 you are currently in.
01:35 However, instead of using the Standard Workspace, I'm going to select the Paint Workspace.
01:40 Now when I do that, a number of things happen.
01:43 Not only do I get the two panels I need, Paint and Brushes, but it also
01:48 rearranges the Composition and Layer panels.
01:51 It puts the Composition panel on the left and the Layer panel on the right.
01:56 The only drawback you might find is that you no longer have easy access to the Project panel.
02:02 If you need the Project panel at any time, select Window>Project or you can use
02:08 the shortcut Command+0 on Mac, or Ctrl +0 on Windows, and that will open the
02:14 Project panel on the left-hand side or if you like, you can go ahead and dock
02:19 the Project panel with the Composition panel.
02:21 I'll open that a little wider and now I can toggle between the Composition panel
02:25 and the Project panel, really easily.
02:27 So again, any painting you need to do, you need to do it in the Layer panel and
02:32 the results will appear both in the Layer panel and in the Composition panel.
02:37 The advantage to having the Composition panel open is that you will see this
02:41 layer in relation to all the other layers as well as other effects that might be
02:45 applied after the Paint effect.
02:48 Now before we move on and start painting, I want to leave you with a very
02:52 important concept and that's that each tool has its own settings in the
02:58 Paint and Brushes panels.
02:59 For instance, when I have the Brush tool selected, any changes I make to
03:05 the Color or the Size of the brush, the Opacity and so on, only affect the Brush tool.
03:11 Also note that the Clone Options are grayed out, as is the Erase menu, that's
03:16 because these are only applicable when you have those tools selected.
03:20 For instance, if I select the Eraser, then the pop-up for Erase becomes active.
03:27 The Clone tools are still grayed out.
03:30 These only become active when the Clone tool is selected.
03:33 So one thing you really have to watch is that when you're using these settings,
03:37 you have a tendency, or at least I do, of changing, say the color, let's pick a
03:44 green and then changing the tool to the Brush tool, and I start painting and my
03:50 paint appears in red, by just a setting that was applied to the Brush tool.
03:54 I only changed the color for the Clone Stamp tool.
03:57 So try and get in the habit of first selecting the tool you want to use and then
04:01 changing the size, the color and so on.
04:03 Most of the options in the Brushes panel are fairly self-explanatory.
04:08 If you have ever used Photoshop, you will be pretty familiar with changing the
04:11 size of brushes as well as their Angle, Roundness, Hardness and so on.
04:17 However, I really point out that if you have a tablet, and you pull down
04:21 the Brushes panel a little further, you will find options for setting the Brush Dynamics.
04:27 The default is to only use the Size and that's set to Pen Pressure.
04:32 You can turn that off and use some of the other settings.
04:34 Or instead of Pen Pressure, you can use Pen Tilt or Stylus Wheel and so on.
04:40 And again you have the same options for Angle, Roundness, Opacity and Flow.
04:44 I'll use a tablet in the next movie, but I just want to show you that they are
04:48 hidden at the bottom of the Brushes panel, in case you haven't found them.
04:52 And as for the for the Paint panel, some of these options are easy to
04:55 understand, such as Opacity and Flow.
04:58 Flow is how quickly paint is drawn on, the size of the brush, the paint color,
05:04 Foreground and Background and there is also an option to Reset the foreground
05:08 and background colors to black and white and you can switch that by clicking on
05:12 the little arrows. That can be handy when you are painting in the alpha channel.
05:16 Right below this are options for setting the Blending mode, Channels you are
05:21 painting on and the duration of each stroke.
05:24 We'll be covering these options in the next few movies.
05:38
Collapse this transcript
Brush tool basics
00:07 In the previous movie, we set our workspace to Paint.
00:11 This opens the Layer panel and the Composition panel side by side.
00:15 Remember that to paint, you need to have the Layer panel open and to use the
00:19 painting tools in the Layer panel only.
00:21 Well, I created one paint stroke which applied, if you notice in the
00:26 Timeline, the Paint effect.
00:28 If you have been playing around, let's just start over and delete the effect.
00:32 I'll select Remove All from the Effect menu and now we can get back to a clean slate.
00:37 The first thing I'll do is reselect the Brush tool.
00:40 In the Paint panel, I am going to check that the blending mode is set to Normal,
00:45 and you have all the other blending modes available.
00:48 And we'll explore some of the other options later on.
00:50 I'll also check that the Channels is set to RGBA.
00:54 This means that I'll be painting in all four channels, Red, Green, Blue and Alpha.
00:59 I'll check that Duration is set to Constant.
01:02 This means that any paint stroke I make will exist for the duration of the comp,
01:06 starting at the current time.
01:08 So if I am using Constant, and I start to paint at this point in time,
01:14 any paint stroke I create will only exist from this time forward.
01:19 If I go earlier in time, that stroke will disappear.
01:22 You will also notice the slight issue with the redraw.
01:25 As I am scrubbing the Timeline, only the Composition panel is updating in real time.
01:32 Until I release the Current Time Indicator, the Layer panel is not updating.
01:36 Now once you have drawn a stroke, each stroke appears in the Timeline.
01:41 If I twirl down the Paint effect, you can see that Brush 1 appears
01:46 and here you can see it only begins at this point in time.
01:49 Fortunately, if you make a mistake, you can simply drag these bars back and forth in time.
01:55 I can have it start at the beginning and don't worry if it looks a little short.
02:00 Paint strokes don't have any set duration.
02:02 If you want it to be longer or shorter, you can simply drag the beginning or end of the bar.
02:07 Now for an important warning:
02:10 once you start editing a stroke in the Timeline, it will be selected.
02:15 You need to deselect the stroke before you continue painting.
02:18 Let's say I'd like another brushstroke and maybe we'll change the color.
02:23 We'll maybe make it blue.
02:24 I want to also make it a little bigger, so you can see it.
02:28 Because I have Brush #1 selected, as soon as I create a second stroke, it
02:33 replaces Brush #1.Before you continue painting, get in the habit of pressing F2,
02:39 that's Function Key 2, to deselect all.
02:43 And now you can just start painting. You will notice there is no issue with
02:46 replacing my strokes, so long as I don't have a stroke selected in the Timeline.
02:51 If I select one however, the next stroke, I paint, will replace the selected stroke.
02:57 Anytime you want to start over, just select the strokes you have created and press Delete.
03:02 You can also delete the effect.
03:04 This time I'll press Home to send my current time marker to the beginning of the comp.
03:09 Now every stroke I create will start at time zero.
03:13 I can select one of the brush sizes directly from the Brushes panel, set the
03:17 Diameter and the Hardness or even easier, you can set your Brush size and
03:23 Hardness interactively in the Layer panel.
03:26 You do that by pressing the Command key on Mac, Ctrl key on Windows and as you
03:31 drag, you are changing the Diameter.
03:35 You can see that value increase and decrease in the Brushes panel.
03:39 As soon as you are happy with the size that you've created, release the Command
03:43 key and then start moving your mouse to set the Hardness value and again you can
03:48 see that update in the Brushes panel.
03:52 Now I'd have a nice large brush. I'll undo.
03:56 Remember, that if you have a pressure sensitive tablet, you can set options for
04:00 Brush Dynamics in the Brushes panel.
04:02 For now I'll just set the size to Pen Pressure and I'll bring this up a little
04:07 bit, so I have more space in my Timeline.
04:08 And I am using the Pen, I can press slightly for a small stroke and as I
04:14 increase pressure, the stroke will get larger.
04:18 I'll undo and I think I'll go back to using the mouse just because it makes it
04:21 easier and I'm showing you the various menus.
04:24 So I'll go ahead and I'll make a slightly smaller paintbrush, maybe even smaller
04:28 again and I'll just make a couple of simple strokes.
04:32 I mentioned that Paint was an effect and in the View pop-up, you can see that
04:37 the Paint Effect renders after Masks.
04:40 One handy thing about having paint as an effect is that if you apply another
04:45 effect, let's just say we apply Color Correction>Hue/Saturation.
04:50 In the Effects panel, I can reorder the Paint Effect and the
04:54 Hue/Saturation Effect.
04:56 If I change the Master Saturation, it changes the colors of the paint strokes.
05:02 However, if I drag the Hue/ Saturation Effect above the Paint Effect, the
05:07 Hue/Saturation is only being applied to the mask image and the paint strokes
05:11 remain in their original color.
05:13 Now you might have noticed that in the Layer panel the paint strokes are no longer visible.
05:18 This is where you need to keep an eye on the View pop-up.
05:21 If you have other effects applied, and you want to continue painting, you might
05:26 need to reselect the Paint Effect and that way any additional paint strokes you
05:30 apply will be added to the same Paint Effect. However you can have multiple
05:36 Paint Effects if that's what you're looking for.
05:38 I think I'll delete that Color Correction.
05:41 Also notice that in the Effect Controls panel, the Paint Effect doesn't have all
05:46 of the options you see in the Timeline.
05:49 The only option you get is to Paint on Transparent.
05:52 And you can toggle that on and off.
05:54 When Paint on Transparent is enabled, the original image will disappear.
05:59 The only image I am seeing now are the paint strokes.
06:03 This is usually more useful if you're painting on a black solid, because when
06:07 you are painting on a solid, you might want the solid to be transparent.
06:11 However, there's no need to open the Effect Controls panel simply to toggle on
06:16 and off that switch.
06:18 That option also appears in the Timeline.
06:20 If I click on Off, it toggles to On, but if I click on On, it toggles back to Off.
06:26 So in many cases you don't need to open the Effect Controls panel if all you're
06:30 doing is just painting on a layer.
06:32 So, have some fun playing around with some paint strokes and just remember if
06:36 you select a brush in the Timeline and you make a new stroke, it will replace
06:41 the existing stroke.
06:43 In the next movie, we'll cover some of the options for duration,
06:47 including single frame and custom.
07:00
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Duration options
00:07 I'm still in the first composition.
00:09 I selected the layer, and selected a Effect > Remove All. That removes the paint
00:14 effect and starts over with a clean slate.
00:17 I will select the Brush tool and then in this movie we're going to cover the
00:21 options for Duration including Single Frame and Custom. I'll cover the Write On
00:26 option in the later movie.
00:28 So set the Duration pop up to Single Frame. I have a pretty large brush here, so let
00:33 me just change it to something very small and any color will do by the way.
00:38 I will press the Home key and that will set the current time marker to the
00:42 beginning of the comp and just make the little stroke there.
00:45 Now I'll twirl down the paint effect in the time-line, and Brush number 1 is a
00:50 single frame in duration.
00:52 To see this better I'll the press Semicolon (;)
00:56 that's the shortcut to zoom in as far as possible.
00:59 Now you'll see stripes in the timeline indicating individual frames.
01:04 I can press Page Down to advance one more frame and you'll notice my first
01:08 stroke is no longer visible, it's only showing on the first frame, let's make
01:13 another stroke Page Down again and make another stroke.
01:17 Now since I'm right handed taking my hand off the mouse to use Page Up and Page
01:22 Down, is little awkward.
01:24 Instead I'm going to use the shortcuts 1 and 2.
01:28 When I use 1 and 2 and that's on the normal keyboard, pressing 1 will go back in
01:33 time and pressing 2 will go forward, so let's go forward one more frame.
01:38 I'll press 2 and now I can keep my right hand on the mouse or the pan and press 2
01:44 every time I want to advance another frame, I'll press 2 again and this time
01:49 I'll set the duration from single frame to custom.
01:53 The default is to use one frame, so click on this and change it to however many
01:58 number frames you like, let's say it's two.
02:01 Now when I create a stroke each stroke will ask for two frames and not only that
02:07 when I press two to advance to the next frame it knows how many frames I have
02:12 the custom value set to.
02:14 Now I can quickly add strokes pressing 2 to advance to the next custom frame
02:20 that I want to paint on, and again you can change this to however many number
02:24 of frames you want to paint on, let's say I do with the three and we'll just do
02:28 a couple more here.
02:29 Let me just set the work area, I'll go to 1 second press N on the keyboard
02:37 and that sets the work area to end of the current time, so let's cover few
02:42 options for RAM Previewing.
02:44 When the time line is selected and I press 0 on the keypad, it'll RAM preview
02:50 the Composition panel and that's the default.
02:54 Likewise the Comp panel could also have been selected.
02:58 Notice that when the Comp panel is previewing the work area is always honored,
03:04 but let's say, I was painting and the Layer panel was forward.
03:07 When you press RAM Preview the preview plays back in the Layer panel, but it
03:11 doesn't honor the work area.
03:14 What I like to do is turn on this switch for Always Preview This View.
03:19 You'll find these switches at the bottom of the Composition panel, and the
03:23 bottom of the Layer panel and these of course are mutually exclusive.
03:27 If I talk along the Always Preview This View for the Comp panel, it turns off
03:32 the switch for the Layer panel and vice versa, so let say I turn it on for
03:37 the Composition panel.
03:38 I will press Home to return to 0 and I add another stroke, when I RAM preview,
03:44 it previews the Composition panel that way I can see my paint strokes in
03:49 relation to all the other layers.
03:50 If you're going to use this feature by the way, be sure to turn it off before
03:56 you move on to another composition.
03:58 Always Preview This View doesn't mean just inside this comp.
04:02 It means any time you RAM preview this will be the comp that'll start previewing
04:08 even if another comp is forward or another comp in a nested chain of comps.
04:13 So while that's a handy feature, I don't like to leave it enabled, you might just
04:18 want to get in the habit of bringing the time line forward when you RAM preview
04:22 and that'll show you the animation in the Comp panel by default.
04:26 In the next movie, we'll cover the Modes pop-up and the Channels pop-up.
04:42
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Channel modes and other settings
00:07 In this movie, we'll cover some options for the Channels pop-up and the Modes
00:11 pop-up by adding some colorful eyeshadow to the mask's eyes.
00:16 I'll start by setting up my workspace.
00:18 First I'll remove the paint effect that will delete all the strokes I've created
00:22 in the previous movie.
00:24 I'll press the semicolon (;)
00:25 shortcut and that will zoom all the way out. You may have to that twice
00:29 depending on where you're at. Then I'll double-click the work area to reset the
00:33 work area to the entire length of the composition.
00:36 I'll also want to zoom in on these eyes.
00:38 The Selection tool is currently active so I'll press and hold down the Z key and
00:43 that will give me the Zoom tool.
00:45 I'll click a few times to zoom in and when I release the Z key, it will return
00:50 to the last tool that I was using.
00:51 Then I can press the Spacebar to pan around and center, and you can even zoom in
00:56 a little further just so we can see what we're doing.
01:00 I'll select the Brush tool as before and let's check a couple of our
01:03 settings over here.
01:05 Let's make sure the Duration is set to Constant, then if we press Home, our
01:10 strokes will exist for the entire length of the composition.
01:13 I also want to pick a smaller brush, in this case, I'll just select the brush
01:18 from the Brushes panel, let's say the 27.
01:19 That looks like it should work, and let's compare the differences between
01:24 setting channels to RGB and Alpha and RGB only.
01:28 We will explore the Alpha Channel option in a movie later in the lesson.
01:32 So for now, let's select the default RGB plus Alpha, and since we're going to
01:38 paint some eyeshadow, let's pick a color that might look good. We'll click OK.
01:43 So I'll paint one simple stroke around the top of the eye, and notice that pink
01:49 color is also drawing inside the eye.
01:53 In other words, it's extending the RGB channels and extending the Alpha channel.
01:58 You can see that if you toggle on the Transparency grid and you can also see it
02:03 by toggling on the Alpha channel.
02:04 So here you can see when I was painting the pink it was adding white to the Alpha channel.
02:11 So let's undo because we don't want to actually extend the Alpha channel.
02:15 To return to the RGB channels press Option or Alt and click on the Show
02:19 Channels pop-up again.
02:21 Now let's set the Channels pop-up to RGB only.
02:25 Now when I paint the color is drawn only on the RGB channel, and that looks more
02:31 correct to me at least. But let's say I didn't want this pink color to be drawn,
02:35 so obviously on the image I wanted to use a Blending mode.
02:40 And remember we have all of these Blending modes to choose from, but let's say I
02:43 forgot to set to Blending mode before I started painting.
02:46 Well fortunately, everything you do in After Effects with a Paint Stroke can be
02:51 edited in the timeline.
02:53 In the timeline, click the arrow to the left of Paint, and then you'll see Brush
02:58 1 and it also has a twirly.
03:00 When I expand Brush 1 it reveals a few options for Path, Stroke Options, and
03:07 Transformations, and every individual brush stroke you create have all of
03:12 these options available.
03:13 Let's just give the timeline a little bit more space as we twirl these down.
03:17 Inside the Stroke options are most of the settings that you see inside the
03:22 Paint and Brushes panels.
03:24 And you notice here, I can even set the Channels with a stroke after the fact.
03:29 So earlier, when I had drawn it as RGB and Alpha I could have simply changed the
03:34 stroke here in the timeline, I didn't actually have to draw it again.
03:39 The same goes for the Blending mode;
03:41 once I have the stroke drawn, I can change the Blending mode for any existing stroke.
03:47 For this stroke I think a mode like Color should work pretty well, that will
03:51 add the Hue and Saturation of the pink color but use the luminance of the existing layer.
03:56 And at this point, you might find you don't even like this color.
04:00 Well, fortunately, I can also change the color after the fact as well.
04:04 Let's say I'd like to use more of lavender color, and of course you can change
04:09 lots of other options including the size, the angle, the hardness, and so on.
04:15 Further down, the Opacity value can be very useful because you may not want the
04:19 color to be quite that strong, and you can also animate opacity to make the
04:23 color fade in or fade off.
04:26 In fact, you can animate all of these parameters.
04:28 In the next movie we'll cover animating the stroke using Start and End.
04:33 The next set of options Transformations, look if you control over the Anchor
04:37 Point, Position, Scale, and Rotation of each individual stroke.
04:41 You'll notice the Anchor Point is placed at the beginning of the stroke.
04:46 Unfortunately, it's not possible to edit the shape of the path;
04:50 even though it's a vector stroke it has no handles or points.
04:54 However you can animate the Path parameter to interpret between different shapes.
05:00 Simply turn on the stopwatch for this point in time, go later in time, make sure
05:05 Brush 1 is selected and draw a second stroke and the two paths will interpolate
05:10 between the first keyframe and the second keyframe.
05:13 You should be pretty familiar with transformations.
05:16 If you're free to have a little fun play around with those options and when
05:19 you're done, let's create a second brush stroke.
05:22 I'll pull this down a little, and this time since we know what blending mode we
05:26 like we can select the blending mode before we start painting.
05:30 You'll notice that the color in the Paint panel is the original pink color.
05:37 Now I've noticed, I've made a classic mistake.
05:40 I mentioned before that if you have a Brush selected, it's so easy to replace
05:45 your first stroke when you go to make a second stroke.
05:48 So keep an eye on this, it's not too late to just simply Undo, press F2 to
05:54 deselect the stroke and then go and create a new stroke.
05:57 Of course at this point, I will probably want to select the Color and the
06:02 Opacity from the first stroke and paste them to the second stroke.
06:06 Select the second brush and paste.
06:10 In the next movie, we'll add some color to the lips and I'll show you how to
06:14 animate on the stroke.
06:26
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Animating strokes
00:07 In this movie, we'll add some color to the lips and I'll show you how to
00:11 animate on a stroke.
00:13 To get setup, I'll make sure I have the Brush tool selected, and that I have a
00:17 color that I'm going to use.
00:19 Feel free to use any foreground color you like, and I think a size of about 27
00:22 that I have here is looking about right.
00:26 I'll leave my Blending mode set to Color, for the Channels pop-up, it doesn't
00:31 matter whether you set it to RGB, or RGB plus Alpha, since we're only painting
00:36 inside the original image.
00:38 I'll press Home so that my stroke starts at the beginning of the comp, I'll be
00:42 sure to press F2 to deselect any other strokes that might be selected.
00:47 Now in one continuous stroke, I'll paint around the lips, returning back to the beginning.
00:54 As soon as I'm finished painting I can press the V key to return to the
00:58 Selection tool, that way I can be sure I'm not going to add any extra strokes by
01:03 accident or replace an existing stroke.
01:05 Now I have three strokes, and if you want to keep track of which one is which,
01:10 you can rename each individual stroke.
01:13 To do that select Brush 1, press Return on the keyboard, and let's call this
01:19 'left eye' hit Return. Select Brush 2 press Return, and we'll call this 'right
01:26 eye', press Return again.
01:28 The last stroke is for the lips.
01:31 To animate on the stroke over the time all we need to do is twirl down the lips,
01:36 twirl down Stroke Options.
01:38 The two parameters we're interested in are Start and End.
01:42 Go ahead and scrub the value for Start from 0 to 100, and you will see the
01:46 stroke we will animate on, but in this case, it's actually wiping off from the
01:52 beginning to the end.
01:53 I'll set it back to 0% and now let's check out the End parameter.
01:57 When I scrub the End parameter from 100% back to 0, the stroke wipes off in reverse.
02:05 So it looks like if I animate from 0 to 100, I'll get the effect I'm looking for.
02:09 So at time zero, I'll turn on the stopwatch for End and that sets the first
02:14 keyframe to 0%, and let's go a little later in time, let's say one second and
02:20 let's scrub the value back to 100.
02:22 And I'll also go little further in time and press End to end the work area
02:28 at this point in time.
02:29 You'll notice now as you scrub the timeline, the stroke updates in the
02:34 Composition panel but does not update in the Layer panel until you release the mouse.
02:39 But since we're finished with our painting for now, let's increase the size
02:43 of the Composition panel, so that when we RAM preview we can see how it looks in the Comp panel.
02:49 And of course if you had other layers playing you can see how all the layers
02:53 are working in unison.
02:55 Remember that it's very easy to copy and paste keyframes to other strokes.
02:59 So if I want to animate on the eyelids, all I need to do is click on the word
03:04 End and that will select both keyframes for End.
03:08 Now, I need to copy them Command+C on Mac, Ctrl+C on Windows.
03:13 We'll twirl up that layer;
03:15 I'll select the right eye and the left eye but be careful when you paste
03:20 keyframes they always paste at the current time.
03:23 So I'll press Home to return to time zero, and with both layers selected I'll
03:28 press Command+V to paste the keyframes, and, when I hit Play by pressing the
03:32 Spacebar, all of the strokes start animating at the same time.
03:36 Of course, I can simply drag this stroke for the lips later in time, and now
03:41 when I RAM preview, you can see the eyes wipe on first followed by the lips.
03:45 Now that you have the basics down, in the next movie we'll look at the options
03:50 for the Eraser tool.
04:03
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2. The Eraser Tool
Erasing different channels
00:07 You can use the Eraser tool to remove parts of an image or just part of an
00:12 existing paint stroke.
00:13 You can also use it just in the Alpha channel.
00:17 To get started, add any image to a composition, preferably one that has an
00:21 interesting Alpha channel.
00:23 I'll continue with the same composition I was using in the previous lesson.
00:28 The first thing to do is to select the Eraser tool.
00:31 Remember that the options in the Paint and Brushes panels are different
00:35 depending of which tool is selected.
00:37 So be sure to select the Eraser tool first.
00:39 I will start with the default settings which is to set the Channels pop-up to
00:45 RGB and Alpha, you have the same options as you had with the Brush tool;
00:49 the Duration to Constant and again, these are same options we had for brushes.
00:55 I won't be using all the different options for the Eraser;
00:57 I am just going to set it to the Constant mode.
01:00 The Erase options are only available when the Eraser tool is active.
01:05 The default is to erase the Layer Source, the image itself, as well as any paint
01:11 strokes that are applied to the image.
01:12 The other options are to only erase the paint strokes or to only erase the
01:18 Last Stroke you painted.
01:19 We'll cover these options in the next movie.
01:22 For now, let's leave it set to layer Source & Paint.
01:26 I will find an area of the image I would like erase.
01:29 I can only zoom in so you can see things in the little more detail.
01:34 Remember, the shortcut for setting the size of the brush;
01:37 this also works for the eraser.
01:38 I will press the Command key, size the brush and I will pick a size I think
01:44 is pretty generous.
01:45 Let go of the Command key and then I can set the size to the hardest.
01:49 I am just going to start erasing this corner of the image.
01:53 Let's just say, I don't want that to be there.
01:57 If you find your brushes too small or too large, it might be better to undo the
02:02 stroke and set it to a different size and notice I'm trying to erase this area
02:07 using one Brush stroke.
02:10 I'm not dabbing at it.
02:12 When I release the mouse, you can see in the timeline that the stroke I
02:16 painted is called Eraser 1, and you can animate this just like you could with the paint brush.
02:22 And that's the reason I wasn't dabbing at it the way I might if I was erasing
02:26 pixels because every time I paint with the eraser, I am creating a vector stroke
02:31 just like with the Paint tool.
02:33 So I don't want to have multiple strokes to manage.
02:35 So that's the result when you paint with the Channel set to RGB and Alpha.
02:41 You are painting to transparency.
02:44 Anytime you want to check that, turn on the Transparency Grid and you can see
02:48 that area is now transparent.
02:50 I will undo to get back the original image and I will change the Channels pop-up to RGB.
02:57 Now when I erase, I will be replacing the image with the background color and
03:03 you can see that as I start painting.
03:04 Now you might be saying to yourself that looks just like the previous example.
03:10 But when I toggle on the Transparency Grid, you can see I have replaced it with
03:15 black and it's important to realize whenever you are using the eraser, you are
03:19 always erasing to the background color.
03:23 Remember, if you set the Comps background color to the same color as the
03:27 background color in paint and you set Channels to RGB where you are replacing
03:32 the image with the background color, you won't be able to tell the difference
03:36 until you toggle on the Transparency Grid which is something to keep in mind.
03:41 Unfortunately, unlike the Paint Brush, the Eraser 1 stroke in the timeline does
03:47 not have a Channels pop-up.
03:48 So you are not able to change the mode for Channels after the fact.
03:53 So I will just select the Eraser 1 and delete it or you can just press Undo.
03:58 The last option on the Channels is to only use the Eraser tool in the Alpha channel.
04:04 As soon as I set it to Alpha, you will notice that the colors change through
04:08 black and white, even if you click on the foreground color or the background
04:12 color and try to change it to a color, once you have the Channels set to Alpha,
04:17 you will only be painting or erasing in shades of gray.
04:21 And by the way, in the next chapter, we will be painting in the Alpha channel.
04:26 Remember, when you are using the Eraser tool, you are always erasing to
04:30 the background color.
04:31 So let's say I want to paint in the Alpha channel with black.
04:36 Make sure black appears as the background color.
04:39 You can just click this little switch here to quickly set it to black and
04:42 white and then toggle the foreground and background colors to place Black in
04:47 the background color.
04:48 Now when I am painting, I am actually painting black in the Alpha.
04:53 And in this case, there is no difference between painting black in the Alpha and
04:58 simply erasing the RGB and Alpha image.
05:01 Of course, if you are painting in the Alpha channel, you may want to set the
05:05 Channels pop-up to Alpha and then you can see the Black and White alpha as you are erasing.
05:11 If you want to replace some pixels with white, you can switch the colors so that
05:15 white is the background color.
05:17 Remember, there is no reason why you couldn't click on the Paint Brush, make
05:22 sure the Paint Brush is also set to Alpha and then you can paint in Black and
05:26 White using the Paint tool.
05:28 There is really no difference, although I see here I have the Duration set to Single Frame.
05:33 I will just switch that back to Constant.
05:35 Of course, when I switch to using the Brush tool, the size of my brush was
05:41 different than the size I had set for the Eraser.
05:44 So keep an eye on that.
05:45 You might want them to match.
05:47 The big difference with using the Brush tool is that I will always be painting
05:51 with the foreground color, in this case, that's black.
05:55 If I want to paint with white, I need to make sure the white is the foreground color.
05:59 So again, that's the opposite of the Eraser tool.
06:02 I am going to return to the Eraser tool and let me just explain one last thing
06:07 that might trip you up.
06:08 I will select all those brushes that I created by accident, quite a few of them
06:14 here, and we will get back to the original image.
06:17 Notice I am still painting in the Alpha channel and I am going to be erasing
06:21 to the white color.
06:23 Notice if I actually extend the Alpha channel and make it larger, you might see
06:29 some artifacts in the Color channels.
06:31 I will switch back to viewing RGB and you can see that the edge of the Color
06:36 channels looks really bad.
06:38 I will undo and I will turn on the Transparency Grid.
06:42 Normally, the edge of your image looks really smooth and that's because you are
06:47 viewing it with a nice anti-aliased Alpha channel.
06:51 But underneath the hood, After Effects is compositing this image with the Color
06:56 channels in straight RGB mode and what that means is that the color pixels
07:01 actually extend passed the edge of the Alpha channel.
07:05 You can see this very clearly if you set the Show channels to RGB Straight.
07:11 Now you can see what the RGB channels actually look like before the Alpha
07:16 channel is composited.
07:17 So when you extend the white area in the Alpha channel, you are simply revealing
07:22 these pixels which you probably don't want to reveal.
07:25 So keep that in mind that this is actually how it's supposed to work if you
07:29 happen to be painting the Alpha channel and you happen to extend the white area
07:34 of the Alpha outside of the original Alpha channel. This is not a bug.
07:38 So let's undo again.
07:40 So I think that covers the various options under Channels and return to
07:45 erasing RGB and Alpha, and in the next movie, I will cover the various options
07:50 in the Erase pop-up.
08:03
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Eraser tool modes
00:07 In this movie we'll continue to explore the Eraser tool.
00:11 So make sure it's selected, check the Channels is set to RGB plus Alpha,
00:17 Duration is Constant and now let's look at the different modes we have
00:21 available in the Erase menu.
00:23 So far we've only been using Layer Source and Paint.
00:27 Let me erase the Layer Source and Paint, and let me set this brush a little
00:31 smaller, it will erase the image and the paint stroke or just the image.
00:38 I'll undo and now let's set it to Paint Only mode.
00:42 In this mode, only the paint strokes will be deleted.
00:46 So this allows me to remove some of the paint strokes that I'm not happy with.
00:52 When I erase in Paint Only mode it also creates a eraser strokes in the timeline.
00:58 I'll delete these just so I can show you the next option.
01:01 Earlier, I created three strokes, the left eye and the right eye and by the way
01:08 I did increase the opacity back to 100% so you could see the color more clearly.
01:13 The last stroke I created is for the lips.
01:17 When I set the Erase pop-up to Last Stroke Only it will only act on the
01:22 last stroke I created.
01:24 So that's why I removed the eraser strokes because you can actually erase the eraser stokes.
01:28 So now the last stroke I created was the color around the lips.
01:34 If you haven't got any paint strokes yet, go ahead and create a paint stroke so
01:38 that way you can test out this feature.
01:39 So let's say I like to remove a little bit of paint that may have spilled
01:43 over around the edge.
01:45 In Last Stroke Only mode I can remove a little bit of the color just on this
01:50 edge that I wasn't happy with.
01:53 And there is something very important to remember about the Last Stroke Only mode.
01:57 If you noticed in the Timeline it did not create an eraser stroke.
02:02 If I made a mistake when I was painting my last stroke I might want to just
02:06 remove a little bit of paint without starting over and without cluttering up my
02:11 Timeline with lots and lots of eraser strokes.
02:15 When the Eraser is set to Last Stroke Only, there is no reason why you can't dab
02:19 at the paint stroke and remove little parts of it because you don't have to
02:23 worry about creating multiple eraser strokes.
02:25 You'll probably find this feature extremely useful.
02:29 Let's try another example and then I'll show you a more efficient way of working with it.
02:34 I'll return to the Brush tool and I'll set the mode back to Color.
02:39 Since we know it works pretty well painting on top of the mask.
02:42 I'll set the Channels to RGB and Alpha and we'll pick a nice color, maybe a
02:49 little bit of rouge, maybe a little pinker and we'll set the Opacity down a
02:54 little bit and we'll get a nice big brush.
02:57 So let me say I just wanted to paint a little bit of rouge around here and then
03:03 I say I like most of it but I don't really want this portion right here.
03:09 In order to start erasing I might want to set my Eraser to roughly the same
03:14 size as my paintbrush.
03:15 So you'll want to do that first before you go on.
03:18 So I'll set the Eraser tool and we'll get a slightly bigger brush and I'll just
03:23 set the Hardness to zero, so it's also nice and soft.
03:27 I'll make sure my Eraser is set to Last Stroke Only and now I can remove a
03:33 little part of the color that I wasn't happy with.
03:36 Again, the last stroke was Brush 1 and I could call this right cheek, and notice
03:44 none of the eraser strokes are appearing in the Timeline.
03:48 So now that the Eraser tool has the right size of brush, let me show you an even
03:52 faster way to do this.
03:54 I'll return to using the Brush tool and we'll paint the other cheek.
03:58 Now I'm noticing that my previous stroke is still selected, because I've just renamed it.
04:02 So I'll press the F2 key to deselect.
04:06 Otherwise, I'll just replace my other stroke.
04:08 I'll paint some color on the other cheek. I have the same color in settings and
04:13 then now to erase the portions that I don't need, I simply press Command+Shift
04:17 on Mac, Ctrl+Shift on Windows and that switches automatically to the Eraser tool
04:23 in Last Stroke Only mode.
04:25 So this is a very handy technique.
04:27 Just so you can see another example I'll move a little higher up the image.
04:32 So you start painting with the Brush tool. That adds a new brush stroke.
04:39 When you press Command+Shift on Mac, Ctrl+Shift on Windows it automatically
04:44 switches to the Eraser tool.
04:46 You can see that because the size of the brush is a little different.
04:49 Of course before you use this handy shortcut, you will have to set the size of the brush.
04:56 And again you can also make it very small, so you can paint small strokes and
05:02 when you press Command+Shift you'll get whatever size the Eraser tool is set at.
05:07 Also notice that I'm only erasing the last stroke I've painted even though the
05:12 eraser is moving over the eye lid.
05:14 When I check the timeline I see only the paint strokes and none of the eraser strokes.
05:20 I think you get the idea.
05:21 In the next chapter I'll show you how to reveal an image over time by animating
05:26 a paint stroke in the alpha channel.
05:39
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3. Painting to Reveal
Examining a finished write-on animation
00:07 If you've been following along so far, I've closed the composition from
00:10 the previous movie.
00:13 If the Project panel is not visible, you can bring it forward by selecting
00:16 Window>Project or by using the shortcut.
00:21 To show you what I mean by revealing a layer, if you have the Exercise Files,
00:25 twirl down Comps_finished and open the second composition Write On_final.
00:30 Since we don't need the Layer panel, I'll just temporarily close it and I'll RAM Preview.
00:36 You'll see a number of layers are writing on overtime.
00:41 I created all these layers by hand and then scanned them in.
00:43 I then combined them;
00:45 using techniques you've learned in earlier installments, such as blending modes,
00:50 track mattes, frame blending and even the wiggle expression.
00:54 We'll solo the first layer called auto- bird and we'll press U to see the keyframes.
01:02 You can see that this layer is wiping on over time, but it's not a
01:07 simple transition that you might get if you use the Linear Transition
01:10 effect on animated mask.
01:13 It zigs and zags and follows the contour in an interesting way.
01:16 Now we did this by painting on an animated stroke in the layer's Alpha channel.
01:21 By the way the reason, I call this layer auto-bird is because I created it with
01:27 an automatic pen which is an interesting pen that calligraphers use.
01:31 Now that we know what our goal is, let's see how we would create this
01:35 painterly transition.
01:47
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Creating a reveal stroke
00:07 If you have the Exercise Files, go ahead and open composition
00:12 02-Write On*starter.
00:14 If you don't have the Exercise Files, just find any image such as our auto bird
00:18 here that has an interesting shape that you might like to write on.
00:22 This technique will work with almost any image.
00:25 My layer is currently on a transparent background.
00:29 In order to wipe on a layer, it also has to be invisible.
00:34 However, it's kind of hard to paint on a layer if you can't see it.
00:38 So we'll make the layer invisible in a later step.
00:41 So let's set up the Paint and Brush panels so that we can write on this layer.
00:46 The first thing we need to do is to double- click the layer to open it in the Layer panel.
00:50 So take a moment to set up your workspace, remember, you have to paint in the Layer panel.
00:56 We'll make sure we're at 100% and full resolution and we'll select the Brush tool.
01:03 The Paint and Brushes panel should also be visible and they will be set to
01:07 whatever settings you used in the last movie.
01:09 We'll make sure Opacity is set to 100% and Flow is set to 100%.
01:16 The color we need to use is white.
01:18 So I will just select the black and white and then switch it so that white is
01:22 the foreground color.
01:24 I'll also make sure that the mode is set to Normal and that the Channels
01:29 pop-up is set to Alpha.
01:31 Now, this is very important.
01:34 We only want to paint the white stroke in the layers Alpha.
01:37 However if you do make a mistake, you can always set the Channels pop-up after
01:42 the fact in the Timeline.
01:44 When you set Duration to Write On mode, it automatically creates keyframes
01:49 for the end parameter.
01:51 Of course if you forget to set it to Write On, you can just create the
01:55 end keyframes later on.
01:56 Now, even though we set the Paint panel to only paint on Alpha, we'll probably
02:02 also want to set Show Channels to Alpha channel.
02:05 Remember you can toggle back and forth quickly by Option or Alt+Clicking on the
02:09 Show Channels button.
02:11 You'll notice that the Alpha channel has a little texture in it.
02:14 That was picked up when I scanned the image because I wrote on a textured paper.
02:19 If you're using your own image, it's likely the Alpha Channel will be completely white.
02:24 The next thing we want to do is set a Brush size.
02:26 So I will press the Command key and size my brush to somewhere around 50 pixels.
02:32 Feel free to set the Hardness value to taste. You can always change it later.
02:36 I will set it to a medium hardness.
02:39 I don't want it to be too soft as I wipe on the stroke.
02:41 Now when I am using Duration Write On, the first keyframe for end will be placed
02:48 at the current time.
02:49 Also notice that the comp is 10 seconds long.
02:52 When you're using Write On, it automatically places the second keyframe when
02:57 you release the mouse.
02:58 So if you paint very slowly and take longer than 10 second, your second keyframe
03:03 will be after the end of the comp and you'll have to retrieve it.
03:08 On the other hand, you don't have to rush and try to paint on your layer in real time.
03:13 It's very easy to move the second keyframe to retime the stroke.
03:17 Just try to keep it under 10 seconds.
03:19 Another thing you don't want to do is start painting left and right like this.
03:24 If that's all you're going to do, you may as well just use a transition
03:27 called Linear Wipe.
03:29 What we're trying to do is get some interesting movement and you can start at
03:33 the top or at the bottom, but do try and paint in one continuous stroke.
03:38 Another thing I want to mention about timing.
03:41 Let's say you start off painting very slowly and then you go very quickly and
03:45 then you go very slowly.
03:47 All of that timing will be embedded in your paint stroke.
03:51 So even though when you're finished, you'll end up with two keyframes that are linear.
03:55 It doesn't mean that the personality of your stroke will be linear in nature.
04:00 After Effects will remember all the subtle timing in your stroke.
04:03 Of course you can always ease into or ease out of those two keyframes, but a
04:09 large amount of the personality is embedded in the stroke as you paint.
04:13 Now they're all set up, as soon as we click with the mouse, it will start
04:18 recording the stroke.
04:19 Unfortunately, I just noticed that I am painting with a black stroke.
04:23 I always forget that when you change the Channels to Alpha, it switches the
04:27 colors to black and white.
04:29 So I need to switch it back so that the foreground color is white and we'll undo
04:34 and let's start again.
04:36 This time I will paint with the tablet using Pen Pressure.
04:40 I will start up slowly then pick up speed.
04:44 You might have to try your stroke a few times until you get a move that you like.
04:48 Let's say I am happy with that.
04:51 When I stop painting, the stroke will seem to disappear.
04:55 Not to worry, it's only because at the current time, the animated stroke
04:59 hasn't started yet.
05:01 With the layers selected, I will press U to see my keyframes.
05:05 At this point I should see two keyframes for end, but it looks like I took more
05:10 than 10 seconds as the second keyframe is after the end of the comp.
05:15 But that's easy to fix.
05:16 Instead of making the composition longer you can simply drag this layer back
05:21 and there is my keyframe and I probably want the stroke to be only a few seconds long.
05:26 Then I'll move the bar back, to make sure the first keyframe starts at time zero.
05:30 I'll move the second keyframe to 4 seconds and let's RAM preview.
05:35 Remember that the preview plays in the Comp panel.
05:39 So we'll want to resize the panel.
05:42 Notice that if you varied the speed when you were drawing, it's reflected in the animation.
05:46 I will press N to set the work area at little after the second keyframe.
05:52 If you find the animation is too slow or too fast, just move the second
05:56 keyframe to retime it.
05:58 Before we move on, it's very important to return to using the Selection tool, so
06:03 you don't accidentally replace your animated stroke.
06:07 Notice that Brush 1 is selected in the Timeline.
06:10 If I so much as click in the Layer panel to bring it forward, I'll actually
06:15 replace Brush 1, when I move the Time Marker, I don't see my animated stroke
06:19 anymore, because I've replaced it.
06:21 If that happens to you, you can undo, but it's best to return to the Selection
06:26 tool as soon as you're finished painting your stroke.
06:30 In the next movie, I will show you how to make the layer invisible and clean
06:33 up the edges.
06:45
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Finishing the reveal
00:07 In the previous movie, you created an animated stroke in the layer's Alpha Channel.
00:12 If I bring the Layer panel forward and scrub its timeline, I have painted an
00:17 animated white stroke in the Alpha Channel.
00:20 Because the layer is black and outside the layer is also black, I'm simply
00:26 extending the Alpha Channel beyond the original source.
00:30 And if the layer you are using is an interesting image, outside of that
00:33 Alpha Channel might look quite strange, and we covered why that is in an earlier movie.
00:40 Now we need to finish off this effect so that the stroke wipes on the original layer.
00:45 I have the Composition panel on the left.
00:48 I will set it to 100% so you can see what's going on more clearly.
00:51 I still have my Project panel.
00:55 I'll just tidy up my workspace. I will select the layer and then select either F3
01:00 or open Effect>Effect Controls.
01:04 And you will see that paint is an effect with just one parameter;
01:07 Paint on Transparent.
01:09 You will also notice that it does appear in the timeline, if you twirl up Paint
01:14 and twirl it back down again.
01:17 But when you press U to see your keyframes, it doesn't show you that
01:20 option automatically.
01:22 So either in the timeline or in the Effect Controls panel, we need to turn on
01:27 Paint on Transparent.
01:28 We will turn that on and now at the beginning of the comp, the layer will be transparent.
01:34 Again, my image is black and by extending the Alpha Channel, I am simply
01:40 extending the black pixels.
01:42 If you have a colorful image, you'll see the image wipe on, but the edge will not be clean.
01:48 So next, we need to apply an effect after the paint stroke that will
01:52 retrieve the original Alpha Channel from the source and then apply it on top
01:58 of the blobby strokes.
02:00 The effect we are looking for is Effect> Channel>Set Matte, and that applies to
02:07 Set Matte effect after the Paint effect.
02:10 The defaults are actually just fine.
02:12 What the Set Matte effect will do is take a matte from a layer and the default
02:18 is to use the layer it's currently applied to.
02:21 The next parameter asks which channel should I use for a matte.
02:25 Again, the default of Alpha Channel is correct.
02:28 And by the way, the Set Matte effect is a very old effect.
02:33 But once the Track Matte feature was added to After Effects, the Set Matte
02:37 effect became less useful, but it is a way to use a matte from a different
02:41 layer if you need to.
02:42 You will notice in the Layer panel, it's also cleaned up the edges.
02:47 So now the layer wipes on in the Alpha Channel as well.
02:51 Remember, in the View pop-up, you have a choice to see the Paint effect and that
02:56 shows you the paint before the Set Matte has been applied.
03:00 To see it after Set Matte, you will need to make sure Set Matte is enabled and
03:05 to divide as a View pop-up, you will also see the Render checkbox.
03:09 You want to make sure this is enabled as well.
03:12 Otherwise, the effect is not actually rendered and all you see is the original image.
03:17 Now, if you would like to practice this technique with any other layers, I
03:20 will turn off the solo button and remind you that there are other layers in this comp.
03:25 We'll resize it with the triangle, notice if you start revealing from the center
03:33 and then move along this line, the line eventually gets thicker.
03:37 So if you are not using a pressure sensitive tablet, you may need to animate the
03:42 diameter of the stroke.
03:44 That way you can create a small stroke in the middle and then increase the
03:48 diameter when the area you are trying to reveal becomes larger.
03:53 If you have the exercise files, go ahead and preview the final composition again.
03:57 That might give you a few more ideas.
04:11
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4. The Clone Stamp Tool
An introduction to cloning
00:07 If you're familiar with cloning in Photoshop, the Clone Stamp tool in After
00:11 Effects works in a similar fashion.
00:13 It samples pixels from one part of a layer and copies them to another part.
00:18 If you are still following along, I have closed the Compositions from
00:21 the previous movie.
00:23 If you have the project file, open Composition 03-Cloning*starter.
00:26 We have two layers in this composition.
00:31 The first layer, miscellaneous splats, is just a series of marks we made with
00:36 India ink and then we scanned it in and applied the tint.
00:40 The second layer is a series of watercolor images.
00:45 If I turn off Frame Blending, you can see that it's a series of images that have
00:50 been sequenced together.
00:52 These are sections caught from a larger image.
00:56 When Frame Blending is enabled and you RAM preview, you can see the images
01:00 are blended together.
01:02 This is an inexpensive way of making interesting backgrounds.
01:06 To practice using the Clone Stamp tool, we will concentrate on layer number 1.
01:10 So let's double-click it to open it in the Layer panel.
01:14 Just like with the Paint and Eraser tools, all cloning is done in the Layer panel.
01:19 We will use the Clone Stamp tool to add some more ink splats to this image.
01:24 Select the Clone Stamp tool and that will automatically open the Paint and
01:28 Brushes panels if they are not already open.
01:31 You should be pretty familiar with these panels by now so I want you to focus
01:35 mostly on the Clone Options.
01:37 The Paint and Brushes panels will be set to whatever values you use the last
01:41 time you use this tool.
01:42 So I will check that Opacity is at 100 %, mode is set to Normal, Channels is set
01:49 to RGB Alpha, and Duration is set to Constant.
01:52 Note that you don't need the foreground and background colors when you
01:55 are cloning.
02:07
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The cloning process explained
00:07 Before we cover all these various clone options, let's just review how
00:11 cloning basically works.
00:13 Just like in Photoshop, you find an object that you want to clone.
00:17 I press the Option key on Mac, Alt key on Windows, and click to set the origin point.
00:23 If this is the first time I've clicked in the Layer panel, I may be just
00:26 bringing the panel forward.
00:28 So let's click again just to make sure I am setting the origin point.
00:32 When I release the Option or Alt key and move to another area of the layer
00:36 panel, when I start painting, I will clone that element.
00:39 But if I want to repeat elements, I just Option+click on them and repeat that.
00:44 Now since I didn't spend any time setting the size of my brush, if I pick a
00:51 large element, I will have to do a little work to duplicate that item.
00:55 With my layer selected, I will press the shortcut to reveal the paint strokes
01:00 and that's two Ps in quick succession.
01:03 Each stroke I've painted appears in the Timeline.
01:07 When I select Clone stroke 4, I can see in the Layer panel, how my stroke
01:11 was actually drawn.
01:12 So I can delete that stroke, or I can click on Paint, press Delete and that will
01:18 delete all the strokes I have created so far.
01:20 So let's start again.
01:22 If I make my brush large enough to include that entire image, I can simply
01:27 Option+click to set the origin point and then with one click, I can repeat that
01:32 element and that can be very handy, but remember I am also including a lot of
01:37 the background when I do that.
01:38 In this case, I have a simple white background.
01:42 So while this technique might be handy, if I was repeating let's say stars in a
01:46 black sky where I don't mind how much background I pick up, having a large brush
01:51 may not work for every case.
01:53 Let's say I was repeating a bird in the sky.
01:57 I might not want to just Option+ click this bird and repeat it, because I
02:01 would be including a lot of the background when I clone and if you ever look
02:05 at an image of the sky, it's likely that there's a gradient involved, it goes
02:10 from dark to light say.
02:12 Or it changes color.
02:13 So let's zoom in on this bird here and let's say I wanted to actually clone this bird.
02:18 I probably want to make a very small stroke.
02:21 I can Option+click to set my origin point, but I will also turn on this very
02:25 handy feature called Clone Source Overlay.
02:28 When this is enabled and I go to Paint, I will see a ghost image of what I am
02:32 about to clone and because I have my Options set to Aligned, I can start and
02:38 stop and it will keep the same Offset.
02:41 As soon as I click with my mouse, it will lock in that Offset.
02:45 At the moment, I am only offsetting in the horizontal axis, I am not
02:49 offsetting vertically.
02:50 It wouldn't really matter how much of the background I picked up because it's
02:54 likely the sky would be the same if I just moved to the left or the right.
02:59 But let's say I wanted to clone higher or lower in the sky.
03:03 In that case, I would want to select the bird I want to copy, and get a very small brush.
03:08 Let's say I get enough just to make the body for now and then I could make it
03:13 even smaller to get some of the elements and notice that because I have my
03:18 Options set to Aligned, I can stop and start as many times as I like.
03:23 However, I am making multiple strokes.
03:26 I think you get the idea.
03:30 Remember, if you do make a mistake and you pick up some of the background and
03:33 you can see the difference, you can press Command+Shift to erase in Last Stroke Only mode.
03:39 Of course, you want to set the size of the eraser to match the size of
03:42 your cloning brush.
03:43 And we'll go back to get up to 100% and let's select the Paint effect again and delete it.
03:51 So let's talk a little bit more about Aligned and Clone Source Overlay.
03:57 Let's make my brush a little bigger.
03:59 Let the Clone Source Overlay as active.
04:02 As I move around the Comp, I can see exactly what I would be cloning.
04:07 I can see the original image and I can also see an offset of that.
04:11 However, I find because Clone Source Overlay is set to 50%, it's sometimes hard
04:17 to tell which are the original objects and which ones I would be cloning.
04:21 So I like to set this down to a much lower value, somewhere around 15%.
04:26 Now I can tell that this is the overlay and this is the original image.
04:31 So as I move around, I might decide to clone up here.
04:34 If I want to reset the offset, I just Option+click again and then wherever I
04:39 first start to click, that will be the new offset.
04:43 If you're familiar with cloning in Photoshop, you know there are two methods of
04:47 repeating the sampled area;
04:49 Aligned, where the first stroke you make, determines the offset for subsequent
04:53 strokes and Not Aligned where every stroke starts from the same origin point.
04:58 Sometimes, I prefer to work with Aligned turned off.
05:02 When I disable that, instead of an Offset, you see a value for Source Position.
05:07 So if I Option+click on this mark here, that will update the Source Position.
05:13 Now wherever I move, it's like that little mark is stuck to my cursor.
05:17 So I can place one here, place another here and another here and so on.
05:22 So depending on what you're doing, you will need to make a decision of whether
05:26 your cloning is aligned or not aligned.
05:30 If you ever need to reset the Source Position, you can just click it and you
05:35 could also scrub these values.
05:36 As you scrub the values, you'll see it appear as an overlay and that also
05:42 applies when you're in Aligned mode.
05:44 You can zero out the values, then scrub the Offset parameter or you also
05:49 see an overlay of the image.
05:53 In the next movie, I will show you how the Clone Presets work.
06:07
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Using clone presets
00:07 I created a number of Clone strokes in the previous movie.
00:11 I will select the Paint Effect, press Delete and that will get us back to
00:15 the original image.
00:17 In the previous movie, I was only using Clone Preset number 1.
00:21 There are actually five Clone presets to choose from.
00:25 The preset remembers all the values you have for the source layer that you are
00:29 cloning from, whether the clone stroke is Aligned or not aligned, whether you
00:34 lock the Source Time, and I will cover that later, as well as the Offset and
00:38 the Source Time Shift.
00:41 The presets don't remember the options you have set with the top part of the Paint panel.
00:46 So these settings will apply to every preset.
00:49 Also note that the value you set for the Clone Source Overlay will also apply to
00:54 each of the presets.
00:55 Now what can you use presets for?
00:58 Well, let's say I would like to clone some of these items.
01:01 Let's say there are stars or birds in the sky and so on, and I would like to have
01:05 a preset for each object.
01:07 I will turn off the switch for Aligned.
01:09 That way, when I Option+click to set the origin of an object, and let's make my
01:15 brush a little larger.
01:16 All I need to do now is click once, twice to repeat that particular element.
01:23 I might like more of these later on.
01:25 So I am going to leave preset number 1 saved with those settings, and I will go
01:30 on to preset number 2.
01:32 With this preset, I will also turn off the Aligned switch.
01:36 Now I can Option+click on another element and add some of those around the frame.
01:41 As you are working, if you get annoyed by the overlay always being attached to
01:46 the cursor, let me show you a shortcut.
01:49 If I disable Clone Source Overlay, now as I move around the Layer panel, I no
01:54 longer see the overlay.
01:55 But if I press Option+Shift on Mac or Alt+Shift on Windows, it will pop up
02:01 underneath the cursor.
02:02 So this is a nice way to work.
02:05 I find it's a little annoying to always have the overlay visible.
02:08 So I am going to use that shortcut from now on.
02:11 So I now have two presets programmed.
02:14 FOr my third preset, I will also turn off Aligned.
02:17 Let's pick another element, let's say, this little guy here.
02:24 At this point, I can simply use the shortcuts number 3, 4, and 5 on the regular
02:30 keyboard to cycle between presets 1, 2, and 3.
02:34 So when I press 3, I will get this shape, pressing 4 gives me this second preset
02:42 and 5 gives me the third preset.
02:44 So the presets can be very handy when you want to recall settings that you used earlier.
02:51 In the next movie, we will cover animating the stroke as well as the
02:54 rendering order.
03:07
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Editing and animating clone strokes
00:07 In the last movie, I made a bit of a mess.
00:11 I think I will simplify it by deleting the Paint Effect, as I show you how to
00:15 edit and animate a Clone stroke.
00:17 I will return to preset number 1 which used this element as an origin point, and
00:22 I will create a clone.
00:23 I will press PP and that will twirl down Paint in the timeline.
00:28 And here is Clone stroke 1.
00:31 The Clone stokes are very similar to the brushstrokes.
00:34 They have a Path property, Stroke Options, and Transformations.
00:39 When you select a Clone stroke, you will see its anchor point in the Layer panel.
00:44 If I press V to return to the Selection tool, I can drag the Clone stroke
00:48 around and reposition it.
00:50 You will also find the position value on the Transform, and you can scrub that
00:56 value in the timeline.
00:59 Don't confuse the position of the Clone stroke with the position that appears
01:03 on the Stroke Options.
01:06 Here we have Clone Source and Clone Position.
01:10 Scrubbing Clone Position changes the area that you're cloning from.
01:15 The other parameters in the Transformations like Anchor Point, Position, Scale,
01:20 and Rotation should be pretty familiar.
01:22 For instance, you can rotate the element that you've cloned.
01:27 In fact, let's just set up a couple of keyframes.
01:29 I am going to rotate this, say, three times.
01:33 Now I would like my Layer panel to RAM preview.
01:37 So I am going to turn on the Always Preview this View switch.
01:41 Now when I RAM preview, the Layer panel will play back.
01:44 Of course, I can also scrub the timeline in the Layer panel.
01:53 If you change the value for the Anchor Point, the element will now rotate around
01:58 the new Anchor Point.
01:59 So nothing too surprising there;
02:03 let's return that to 0 and of course, you can scale it so the Clone stroke is a
02:08 little different from the original.
02:10 All of the other options are very similar to what we saw over the brushstroke.
02:14 Now let's consider the rendering order for a Clone stroke.
02:17 I will return to the Clone Stamp tool, make sure I press F2 so I don't replace
02:23 my first Clone stroke.
02:25 I'll create another one of these elements.
02:27 Right up here, I'm still on preset number 1.
02:30 Let's say I would like to erase the original element.
02:33 That way I can just have a Clone stroke that I can animate.
02:36 I'll select the Eraser tool and let's check the settings.
02:40 I don't want to create transparency.
02:42 So I will first set the Channels to RGB only.
02:46 If I erase now, I'll end up with a black background color.
02:50 So I will click the black-and-white switch that makes the Background Color white.
02:54 I also don't want to erase the Last Stroke.
02:57 So I will select the layer Source & Paint.
03:00 The Duration of Constant should work.
03:03 Make sure I am back at time 0, press the Command key to resize my brush,
03:08 increase the Hardness value as we don't need the soft edge, and now I can delete
03:13 the element with just one click.
03:16 Now you see I have Eraser 1 in the timeline.
03:19 It's very important that Eraser 1 is rendering after my Clone strokes.
03:25 Notice if I drag Eraser 1 down the timeline, it now renders after Clone 1, but
03:31 the second Clone stroke I created at the top-left is no longer visible.
03:35 That's because Eraser 1 is removing the element before the second Clone stroke
03:40 is able to do its job.
03:42 So do keep an eye on the rendering order.
03:44 Of course, once I have removed the element, I can't now move this element down
03:49 into the original position.
03:51 If I try to do that, let's select Clone 2.
03:53 We will change back to the Selection tool.
03:57 You will notice now it's just moving that element behind the Eraser stroke
04:02 because the Eraser stroke is rendering last.
04:05 Before we go, let's take a look at the final composition.
04:09 I will RAM preview.
04:12 This style of cloning might be handy when you are adding more stars to the sky
04:16 and of course, it works on video layers as well.
04:19 You can even offset the frame it's cloning from, using the Source Time Shift feature.
04:24 However, it's often the case that if you are cloning a large object, it might be
04:28 easier to just duplicate the layer and then use the masking tool to isolate the
04:33 object you're trying to clone.
04:35 Once the object is on a separate layer, you will have more control when you want
04:39 to animate it or apply effects in blending modes.
04:43 In the next movie, I will cover some options for shifting time.
04:58
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Time-shifting clone strokes
00:07 In this movie, I'll cover some of the options for shifting time.
00:11 I already have one of my Clone strokes animating, and that's Clone Stroke 1.
00:17 I will remove Clone 2 and the Eraser stroke just to simplify matters.
00:22 If you don't have a Clone stroke that's animating, make sure your source is a
00:26 movie or an animated element.
00:28 I will start by selecting the Clone Stamp tool, and just so we can save our
00:33 other presets, I will move ahead to preset number 4.
00:37 Notice that I can Option+click on the animated element and I can clone it elsewhere.
00:45 Now as I scrub the timeline, both the elements animate in exactly the same way.
00:50 So yes, you can clone the clone.
00:52 Now you might not like the fact that the clone strokes are in sync, so
00:57 let's look at Clone 2.
00:58 We will twirl down Stroke Options and we will look at the option for Clone Time Shift.
01:05 This allows me to shift the time so it's not showing me exactly the same image.
01:13 Let's try another option.
01:15 Notice that Clone 2 is selected.
01:17 I will press F2 to deselect.
01:20 If I leave it selected, when I go to clone another stroke, I will replace this
01:24 stroke that's selected, just like we saw with the Brush tool earlier.
01:27 So let's say I like to Clone my animated stroke again.
01:31 First, I will turn off the Aligned option.
01:35 That way when I Option+click, I will always be using this element.
01:39 You will notice right below the Source Position, is an option for Source Time Shift.
01:44 So if I know in advance, that I don't wanted to be in sync, I can change this value.
01:49 Now when I go to add another clone stroke, I will press Option+Shift so I can
01:55 see the frame I'm going to get.
01:57 The first time you click, they will bring forward the Layer panel, and then
02:01 click to get the Clone stroke.
02:02 You can see that I'm using a different frame from the origin.
02:07 Also notice that changing this after the fact won't update the existing stroke.
02:12 But there is no reason why I can't twirl down Clone 3, twirl down Stroke Options
02:18 and then continue to shift it in time.
02:22 So let's look at one more option.
02:24 Again, I will press F2 to deselect that stroke, and let's clone that stroke again.
02:31 Lock Source Time is not enabled, it says Source Time Shift.
02:36 When you enable Lock Source Time, notice that it now says Source Time is 0.
02:41 So this is an absolute frame.
02:44 It's not an offset.
02:46 It also means that even though this element I am cloning is animating. When I make a copy,
02:51 that copy will not animate, because I'm cloning only Source Time 0.
02:57 Again, it doesn't mean that if I don't like that frame, I can't update the frame
03:02 it's cloning from using Clone Time.
03:04 But I will still only have one frame, unless, of course, I animate the
03:09 Clone Time parameter.
03:11 Finally, I will point out that even though you can change the clone time after
03:16 the fact in the timeline, you cannot change whether or not the Lock Source Time is enabled.
03:21 So if you want to clone from a single point in time, make sure you enable
03:26 Lock Source Time before you clone, because you can't turn it on later in the
03:31 timeline.
03:43
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5. Roto Brush Quick Start
Basic Roto Brush setup
00:07For the next several movies I'd like to show you how to use the Roto Brush tool,
00:11which was introduced in After Effects CS5.
00:14Roto Brush is a very special paintbrush that looks for the edges of objects
00:20in a layer and separates these elements from each other by creating an alpha channel
00:24that basically separates a foreground object on the background around it.
00:27If you have access to the Exercise Files, first open Roto Brush 1 Butterfly starter
00:32(RB1-Butterfly*starter).
00:33This is a really simple application of Roto Brush and I want to start with
00:38just to show you some basic concepts.
00:41In the scene I have some footage of tulips in the background and a little animation
00:45of a butterfly flying across the scene in the foreground
00:48that we created in the earlier After Effects Apprentice video lesson.
00:51I'll render up a quick RAM preview here, and you'll see that our butterfly
00:56wafts in front of the flowers.
00:57Well, that's kind of nice.
01:00But to be honest, I think it will look more realistic if a butterfly
01:04wasn't flying basically below the level of the flowers.
01:06You'd expect the butterfly to be above them and therefore it should fly
01:12behind these foreground tulips.
01:13I could just duplicate the tulip player and mask it out and put that copy
01:18on top to obscure the butterfly, but these tulips are shaking a little bit in the wind.
01:22So that means I would have to animate this mask and probably update it
01:26every single frame.
01:27That would be a lot of work.
01:29Well, this is where Roto Brush can help us save you some time.
01:32It's not an automatic click-and-you're-done sort of thing, but it can reduce
01:38the amount of labor required to pull off a composite like this.
01:41First thing I'm going to do is duplicate my Tulips layer.
01:44I need to have a copy of it in front of my butterfly to block out or obscure
01:50the butterfly as it goes past.
01:51Secondly, I'm going to see what frames the butterfly touches the tulips.
01:57There's no point in doing more work than necessary.
02:00So I'm going to trim down this duplicate layer to only include the frames we need.
02:04I'm going to hold Option on Mac, Alt on Windows, press the left square bracket (
02:16 [) to set the in-point for this layer. Then move to where the butterfly is a little bit later. I did some in front of the second tulip as well and it clears it about there. Hold Option or Alt, press right square bracket (]
02:17) and set the outpoint for the layer.
02:25Now when I drag that Tulip player on top, it just covers the area where
02:31the butterfly crosses the tulips in question.
02:35There's a couple of more set up things you need to do to use Roto Brush.
02:39One, you must be at full resolution.
02:42You really need to calculate every pixel to get an accurate idea
02:46of what Roto Brush is up to.
02:48It's also a good idea to be at 100% magnification at the same time.
02:51So I'm going to lock that in.
02:53Next, just like with the Paint tool work with the Rotor Brush needs
02:57to be performed in the Layer panel.
02:58So I'm going to double-click this duplicated layer to open it in the Layer panel.
03:03And here is my trimmed segment that I want to use Roto Brush on.
03:07Now that we've done this prep work, in the next movie we can actually start
03:11using the Roto Brush tool.
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Creating a matte
00:07Now the first step to using Roto Brush is to choose a frame where you can see
00:11the entire object that you need to cut out, or failing that, as much of it as possible.
00:16In this case these tulips don't move that much and they're always fully in the frame.
00:21So what frame I use for my starting point is not all of that important.
00:24But the frame you choose is what's going to be called a Base Frame.
00:28Roto Brush is going to take the information you create on that frame
00:32and propagate that information earlier and later in time.
00:35We'll just go to one second even now just for fun.
00:39Next, you need to select the Roto Brush tool.
00:42It's this large brush painting out this little man.
00:45I'll select the tool and as I move over the Layer panel, you'll see I have
00:49a circle that indicates the size of our brush.
00:51It's also green in color with a plus sign in the middle, which indicates
00:55I'm going to add to my alpha channel.
00:57I'm going to be working on my foreground not my background.
01:01You can resize the Roto Brush, just as you would your Paint Brush, by holding
01:05Command on Mac or Ctrl on windows, then dragging.
01:07Unlike a normal painting where you might want to create a small brush to get
01:12the detail around the edges of this flower, Roto Brush works a little bit better
01:16if you make large strokes because it's going to be looking at the colors
01:19that you drag your stroke over.
01:20So I'm actually going to make a fairly large brush here to take in a lot of these petals
01:25with a minimum amount of work.
01:27Once I've done that I'll click and drag through these petals that I want
01:32to be included in my Roto Brush.
01:33Don't go outside and don't cross over to the background,
01:36you'll get a false reading then. I'm going to Undo.
01:39Instead, just paint right through these petals.
01:41After Effects will draw a pink segmentation boundary around the area that
01:48it found from our colors that we stroked in searching outwards until it found a transition.
01:54The area inside that propagation boundary is the foreground, the area outside is the background.
02:01You can add multiple areas to your foreground selection.
02:04For example, the butterfly flew behind this petal as well, or at least we want it to.
02:10So I'll click and drag through those petals and they will get
02:13a pink segmentation boundary as well.
02:15Down here in the Layer panel's timeline you'll see a little gold bar.
02:19The gold bar indicates the Base Frame that you created where
02:25you first drew these strokes.
02:26You'll also see this gray bar with arrows pointing to the right and to the left.
02:31As you can see from the tooltip, this is called the Roto Brush Span.
02:35Roto Brush is going to take the information from the Base Frame and propagate it
02:39on successive frames earlier and later in time.
02:43It will look for any movements from frame to frame and build upon that information
02:47as it gets further way from your Base Frame.
02:49You can use Page Up or Page Down, or as you did with the Paint tool, you can
02:54use the 1 and 2 keys on the normal portion of your keyboard to step forward frames
02:59or to step backward frames.
03:00You'll see the pink segmentation boundary is updating to take in to account
03:05these petals being blown around in the wind.
03:07If I'll just randomly jump to a frame later in time, there'll be
03:11some calculation time involved as Roto Brush propagates out to that frame.
03:16Roto Brush also has a number of tools that allows you to see the result
03:20of you creating your segmentation boundary, even including a masked overlay
03:25like you may be used to seeing in Photoshop.
03:27I'll go back to my segmentation boundary for now.
03:30Okay. Let's see how this looks.
03:32I'm going to bring my Comp panel forward and I see the butterfly is indeed
03:35behind my flower petals. Cool!
03:37I'm going to press 0 on numeric keypad to cue up RAM preview.
03:41Roto Brush does take a while to calculate, because it has to do
03:44all that propagation work. So far, so good.
03:47Butterfly spans the petals, and the butterfly disappears for part of the flight.
03:52Well, what's going on there?
03:54Let's go to where it disappeared and go back into our Layer panel.
03:59You'll notice that the time marker is beyond my Roto Brush Span.
04:04After Effects only assume it's good for so many frames, 20 to be precise,
04:09before it says, you know, I really would like to have some more information before
04:12I continue to use this old base frame to go this many frames away.
04:17If Roto Brush was having difficulty, you can train it to keep up with changes
04:21in your footage, and that's going to be covered in-depth in the next chapter.
04:24But in this case, the Roto Brush was working just fine up until the point
04:28we ran beyond the end of our span, and now you'll see the pink outline
04:33has enclosed the entire frame, you can go ahead and just drag out the span longer.
04:40I'll jump here later in time.
04:41It'll take a few moments for it to propagate, and looks like it's still properly
04:47enclosing these tulips. No problem.
04:50I'll go back to my Comp panel, RAM preview, and now my butterfly stays in the picture
04:56during the span of when we have our Roto Brushed copy the layer in front.
05:02That's looking pretty good.
05:05But there's one other little issue here.
05:07You might have noticed when the butterfly is behind the tulip petals,
05:13there's a little bit of a black line.
05:15Compositors often refer to this as a matte line and they're considered to be undesirable.
05:19You want those edges to blur together.
05:21I'm going to zoom in a little bit here, hold the Spacebar and pan down.
05:25You can see a little bit of that black fringing here where the
05:28alpha channel is not quite perfect.
05:31And a little bit in to here.
05:33Roto Brush has an entire section to refine the matte that it has created.
05:39You just need to turn it on.
05:41It slows things down. That's why it defaults to being off.
05:44But when you're at this stage, you now want a refined matte.
05:47And you'll notice some of the black fringing went away. Before and after.
05:52By doing so it decontaminates any color that bled into those nice
05:55anti-aliased edges.
05:57It calculates motion blur for any movement in the mask outline.
05:59It's a very powerful section of the Roto Brush effect.
06:03You can even choke it a little bit more to get rid of more of those
06:08matte lines if you want to.
06:09So final step, I'm going to press T to reveal the opacity of my tulip in front.
06:14These tulip petals look like they are semi-translucent, so I'm going to back off
06:18the opacity of this copy in front until I just barely see the butterfly
06:25through that copy of the tulip.
06:27Press Shift+/ to recenter my view, RAM preview, and again, it takes some time
06:37to calculate, particularly propagating the additional Roto Brush stroke information.
06:45But in the end I have a very nice composite and now my butterfly appears
06:50to be flying above the tulips even though the tulips are on their own plane.
06:54Now this was a particularly easy use of Roto Brush, trust me.
07:01Almost never will it be this easy to use Roto Brush in real-life.
07:06Therefore, in the next chapter we're going to tackle a much more difficult
07:10real-world example of cutting out a person's arms as they move in front
07:14of the computer screen.
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6. Screen Replacement Using the Roto Brush
The Roto Brush workflow
00:07Now again, I want to be completely honest with you.
00:10That previous Roto Brush example was deceptively simple.
00:14Very, very few shots will ever work out that well with that a small amount of work.
00:19The problem is many After Effects users who want to use Roto Brush don't bother learning
00:23the correct way to use it, expect they can do that small amount of work,
00:27and expect those good results.
00:28Well, they're sorely disappointed and they walk away convinced Roto Brush
00:31doesn't work.
00:32The reality is, Roto Brush does require a lot of work on your part and it works
00:37much better if you follow a very specific workflow.
00:40And that's what we're going to be covering in the next several movies.
00:44The steps that workflow include:
00:46identifying the foreground that you wish to separate from the background,
00:49choosing a representative Base Frame with a maximum amount of foreground
00:53information visible, defining the Base Frame using a collection of foreground
00:57and background Roto Brush strokes, moving a few frames away from that base
01:02and tweaking the Roto Brush's Propagation parameters to optimize how Roto Brush
01:06tracks changes in the shot, returning to the Base Frame and then moving away
01:10from it one frame at a time adding corrective foreground-background strokes as needed,
01:14and finally tweaking the Matte parameters to refine the resulting alpha channel.
01:20I've switched back to After Effects CS5.5. -- Roto Brush works in 5, 5.5, 6 or later --
01:25and I'm going to close my previous example.
01:29And if you have access to the Exercise Files that came with this lesson, open up
01:33Roto Brush 2 Screen Replacement starter (RB2-Screen Replacement*starter).
01:36We've already done a lot of prep work for you in this shot.
01:39The original footage showed an actor sitting in front of a laptop
01:44with a fairly boring display.
01:46Note that the actor's hands are also in front of that screen.
01:50What we would prefer to do is put a brand new, far sexier screen on the face of that laptop.
01:55I've already tracked this for you using Mocha, which was discussed in a previous lesson,
01:59and also did a little bit of blurring to make sure it matched
02:03the camera's depth of field blur that naturally existed in the scene.
02:06The next thing we need to do is cut out a copy of the actor's hands and arms
02:11using Roto Brush and put that copy in front of our new screen,
02:16that way it looks like it was behind his hands when the shot was originally taken.
02:19So with that in mind, in the next movie we're going to set up our project
02:23and go about identifying a good Base Frame to start our Roto Brush work.
Collapse this transcript
Choosing a base frame
00:07Since we want a copy of this actor to appear in front of our new screen,
00:13we're going to need to duplicate this background footage so that we have a nice little
00:17rotoed out snippet that we could put in front.
00:20So I will select the Laptop.mov layer, Cmd+D or Ctrl+D to duplicate it.
00:24With it selected, press Return and rename it Actor Roto>Enter and drag it
00:32in front of my new Control Panel layer.
00:35Next, I need to double-click this layer to open it up in the Layer panel;
00:40all Roto Brush work takes place in the Layer panel.
00:45The other set of details that are important is you should be working
00:49at 100% magnification or larger, and I'll show you that in a second,
00:53and also you should definitely be at full resolution.
00:55So once I've verified those settings, I'll go back to my Layer panel and start
01:00looking at this actor's movements to determine what might make a good Base Frame.
01:05I'm looking for places with a maximum amount of the actor is exposed,
01:12and some compromises may be required.
01:14For example, this frame nicely shows both his little finger extended and also
01:19these gaps between his fingers that's a good starting point, but his other hand,
01:24his left hand, is somewhat closed.
01:26I need to go a little bit later in time to get some good gaps between these fingers,
01:30so I want to compromise somewhere around here where I see a little bit
01:35of that pinky extension on the right but I haven't lost too much of my gap on the left.
01:40Just to give you an idea of how I would look for Base Frame's later in this footage,
01:44this would not make a good base frame because his hands are almost out of sight.
01:48We want to see the maximum amount of foreground that we are going to select,
01:51but somewhere around here, where more of his hands are exposed on the left
01:56and some good gaps between them are shown. And maybe some around say, there.
02:03Again, where we're getting more of his hands exposed and gaps between
02:07the hands to help differentiate between the foreground and the background.
02:11But I'm going to go back to this earlier frame and time right around 104
02:18and use this as my Base Frame.
02:22
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Defining the base frame
00:08Now the first thing I want to do is make a foreground selection, teach Roto Brush
00:13what I considered to be the foreground object in this layer and namely
00:18it's this actor's hands and arms.
00:20Although it is just his hands and a little bit of his wrist that go in front
00:25of the screen, quite often, it's better in the long run to select large continuous
00:29portions of a person's body.
00:30If I selected only part of his arm, I might get a matte line,
00:35a bit of difference or distinction where the Roto Brush version of his hand
00:39in the foreground joins up with the normal copy footage in the background.
00:42So I'm going to select the Roto Brush tool, hover my cursor over the Layer panel,
00:48and you'll see this little green cross.
00:50This green circling cross indicates I'm about to define the foreground portion
00:55of the layer.
00:57Now unlike normal painting you don't want to or need to make very precise
01:02strokes right along the edges between your foreground and background.
01:06Roto Brush is the one who's going to determine where that edge is.
01:09What you need to do is make broad strokes initially to capture as much color
01:14information for Roto Brush to use and then determine where these transitions may be.
01:19Resizing the Roto Brush is just like resizing an ordinary paintbrush.
01:23I'll hold Command on Mac or Ctrl on Windows, click and drag the size
01:29of my brush larger or smaller.
01:31In this case, since I'm going to be initially defining my foreground along his arm
01:36and up his shoulder, I'm going to make my initial foreground brush size
01:41pretty darn close to the thickness of his wrist.
01:44Once I've done that, I'm going to click inside the foreground.
01:47It's very important that you don't accidentally select the part
01:51of the background otherwise you'll be teaching Roto Brush bad habits.
01:55Never lie to Roto Brush, you'll get in trouble later.
01:57And I carefully place my cursor over the foreground, click and start dragging.
02:03As I do so, Roto Brush is going to draw this green trail to show me
02:09what I'm selecting as my foreground.
02:10Have you accidentally crossover and touch a bit of the background,
02:15you'll notice that there's a pink segmentation boundary has selected part
02:19of the background and the foreground.
02:21That's a bad thing.
02:23I'm going to Undo and redraw my stroke making sure I only select the foreground.
02:31Once I release, Roto Brush is going to draw an initial segmentation boundary.
02:35Now I'm going to drag my Layer panel a little bit taller so you get to see the entire frame.
02:40Now Roto Brush did a pretty good job of finding the hands and arms and a little bit
02:45of his hand over here and his shirtsleeve, but it did not do a perfect job.
02:49It's missing his fingers in through here.
02:51It's grabbled a little bit of the computer screen and computer keyboard through here.
02:55So you're next task is optionally teaching Roto Brush where the background is,
03:00what it should exclude.
03:02To do that, you hold down Option on Mac, or Alt on Windows, and now you'll see
03:06your brush has turned to a red circle with a minus sign in it and indicates
03:11you are going to be subtracting from your selection rather than adding to it.
03:14Now this brush is too big for me to go down the keyboard or between his fingers,
03:18so I'm going to hold Command on Mac, Ctrl on Windows, resize the brush smaller.
03:24Now hold down Option or Alt and drag from my background that it got correct
03:30to the background that it got incorrect.
03:33I don't dab and dot and point with Roto Brush, I like to draw continuous lines
03:38to teach Roto Brush this transition or gradient of colors is what you should be
03:42considering all part of the selection or part of the background.
03:45I release, it's done a better job of getting rid of the keyboard, but it's still
03:51making some mistakes.
03:52This is where you need to go into progressively finer and finer detail
03:56to keep teaching Roto Brush what's the foreground and what's the background.
03:59So I'm going to zoom up to 200%, hold down the Spacebar temporarily to pan
04:04around my footage and start looking in greater detail around the shot and how I can correct it.
04:09With my green foreground brush, I'm going to add in the fingers
04:15then I'm going to press Command or Ctrl, make a smaller brush, press Option or Alt
04:20and start subtracting some of these areas between the fingers that
04:23are incorrectly selected.
04:24You did a good job up there, I'll get this little bit of keyboard
04:28that's missing down here, a little bit of the laptop frame down in this gap,
04:35a little bit more right there.
04:37Zoom in another level, pan over, make a smaller brush, Option or Alt,
04:46and cut into this area between the fingers.
04:47And these are the tricky areas.
04:49You'll notice his fingers are also partially blurred, a combination of motion blur
04:52of him moving so fast, and also then being out of focus as they get further
04:56away from the camera's focal plane.
04:58But this pink segmentation boundary is a binary matte.
05:02It's just saying here's the centerline of where my eventual transparency
05:06transition is going to be.
05:08So when I release my mouse, you'll see it has not done a perfect job getting up into this gap.
05:14I can keep zooming in and trying to teach Roto Brush more, what's background
05:20and what's foreground, but don't expect it to grab every single pixel at this point.
05:25It's just a centerline as long as since within a pixel or two, you can correct it later.
05:30Now pick a more of this fingertip that's missing, through here as well,
05:34maybe get a little bit more of the finger there, and keep looking at these fine details.
05:41It's doing pretty well through here but I'm going to subtract a little bit out right
05:46into that gap, a little bit more.
05:49If you accidentally make a wrong stroke with Roto Brush, for example,
05:52if I accidentally drag into this area, don't try to correct it by making a second stroke.
05:57You're going to be giving Roto Brush conflicting information.
05:59Instead, Undo and make sure your brush strokes are only exactly where you mean them to be.
06:06Two wrongs do not make it right with Roto Brush.
06:11Okay, we've got some tricky areas up here where I need to make some decisions.
06:15This area is definitely part of the picture frame behind his hand.
06:18However, the flesh tones in the picture are very close to the flesh tones in his hand.
06:23I'm probably going to have a hard time creating an automated Roto Brush boundary
06:28that differentiates between those heads and his hand.
06:31Meanwhile, this picture frame is a pretty solid boundary.
06:34So I think I'm going to make a decision here just making a matte line around here,
06:38it's outside of the range of the computer display because that would get me in trouble.
06:43As long as I keep a pretty steady line from frame to frame I can get by
06:48with just cutting my matte through here.
06:50Again, this is not going to get over our replacement screen but I want to
06:53eventually have a clean matte line where these joins up with the untouched footage behind.
06:58So I'm going to zoom back in.
07:01I am going to subtract this part of the picture frame through here,
07:06but make sure I get this corner up there.
07:10Come over this direction, the white frame is going to be pretty hard to tell apart
07:15from his light blue shirt, but let's make sure we don't get any
07:19of this little blue sun that's on top of that picture frame.
07:21I'm going to come up here through his shirt collar and again we've got a collar
07:25and a background that's very close to his shirt.
07:28I'm not going to try to differentiate between his shirt and his background.
07:31I'm just going to make sure I have a consistent matte line in this shape.
07:35So I'm going to add to the foreground there, maybe a little bit more, and a little bit more.
07:43There we go. I'll keep an eye on that from frame to frame. Okay.
07:48It's going to scroll through this.
07:52I'm looking at this shirt and I may change my mind at this point.
07:56The base frame is what you want to get as right as possible.
07:59Make your decisions now rather than later.
08:02So even though I talked myself out of trying to get this entire picture frame,
08:06I'm going to do a test stroke here to see if Roto Brush can differentiate between
08:10a frame and a shirt, and looks like it can.
08:12So I'm going to go ahead and try to Roto along the line between his shirt
08:18and the picture frame and do that throughout the shot.
08:21The base frame is the time to make these sorts of decisions as to what
08:27you want to try to capture or exclude because Roto Brush is going to use this information
08:33to determine the rest of the shot and determine your matte from frame to frame.
08:38This is looking good, let's go up around his hand, try to get a little bit more
08:45into that gap there and here but I can work on these semi-transparent areas later.
08:50Looking pretty good through there, pretty good through there.
08:57All right. I've now defined my base frame.
09:02The next thing I need to do is to teach Roto Brush how to use this information
09:07on subsequent frames earlier and later in time.
Collapse this transcript
Adjusting propagation settings
00:07The base frame we created is indicated by this little gold bar down here
00:13in the Layer panel's timeline.
00:15The light gray arrows extending to the right and left are called the Roto Brush Span.
00:21The direction of the arrows indicates in what direction Roto Brush
00:26is propagating the information from this base frame to frames later and earlier in time.
00:32Our next step is teaching Roto Brush how to best propagate that initial information.
00:37And to do that, I go to the Effects Control panel and twirl open the Roto Brush Propagation section.
00:44The first area I'm going to pay attention to is the Search Region, how far Roto Brush
00:49is looking to determine any movement in that boundary between the foreground and background.
00:57I can press Page Up or the number 1 on the regular part of the keyboard
01:01to step earlier in time and watch the development of this region.
01:03Or I can press 2 or Page Down to step later in time and watch how this region changes
01:10from frame to frame and Roto Brush tries to determine how the boundary
01:14between the foreground and background is changing.
01:17My first job is to step just a couple of frames away from that base frame
01:21in both directions and look for potential trouble.
01:23For example, I see some potential problems around his little finger
01:29as he uncurls it and extends it.
01:31I see my Search Region is getting pretty close to chopping off the tip of that finger.
01:37That has me a little bit concerned.
01:39A Roto Brush may not be capturing that movement correctly.
01:42So I'm going to locate to a frame or I see potential troubles of that
01:46Search Region being too tight on the finger, it's probably going to be around one second,
01:49give or take a frame for you, and then play with the Search Radius size.
01:54I don't want the Search Radius to be larger than necessary otherwise Roto Brush
02:00may be looking at parts of the image that have nothing to do with the edge
02:04between foreground and background and therefore might capture a false edge.
02:07In other words, I want Search Radius to be small as possible without getting
02:11into trouble, but here I see I am getting into trouble with his current size.
02:15So I'm going to slowly scrub it larger until I see the little finger completely enclosed.
02:20We will just a little bit of buffer around it to convince me Roto Brush is going
02:25to capture its movement correctly.
02:26You notice that every adjustment I make it takes a little extra time
02:29to calculate because Roto Brush is propagating the base frame using this
02:33information back to my current time location.
02:37Search Radius at 33, it's giving me a nice buffer around that little finger
02:41so I'm no longer worried.
02:42The next two parameters, Motion Threshold and Motion Damping, determine how
02:48Roto Brush detects movement between the foreground and background;
02:52basically, how the segmentation boundary moves.
02:54You don't want Roto Brush generating false positives.
02:58In other words, seeing a motion where there isn't any, and you don't want false negatives,
03:02Roto Brush failing to pick up on motion.
03:06Threshold is how much movement Roto Brush has to see before it says, Okay,
03:10I'm convinced the segmentation boundaries moved.
03:13Damping is how much it tries to reduce its tendency to go grab movement
03:16that isn't really there.
03:17So let's go ahead and keep stepping through our timeline and look for areas
03:23where Roto Brush maybe failing to pick up motion.
03:26Now I'm really concerned about this region right through here.
03:30I know this hand is moving every frame, but when that search region goes down
03:37to nothing that indicates Roto Brush does not think there is movement there,
03:41but there is nothing to search for. That concerns me.
03:44So I'm going to slowly reduce the Motion Threshold until I see the yellow Search Region
03:51join up along this edge.
03:55Now I'm convinced Roto Brush will pick up the motion along the edge of that hand.
04:00For Motion Damping, I'm going to be looking for edges that should not be moving,
04:04like around this picture frame, and make sure the Search Region isn't wandering
04:07around necessarily when an edge is not actually moving.
04:11In this case, since there is movement in the camera from frame to frame,
04:17it looks like I don't really have any issues with Roto Brush grabbing
04:22too much information and getting false triggers around stationary edges.
04:26I could perhaps increase damping a little bit if I thought the Search Region
04:30was getting too big around this edge, but I'm pretty comfortable with how
04:33it's detecting that edge.
04:34So I'm going to leave Motion Damping at its default of 50%.
04:37Once I have these three parameters set to my liking, I notice that two of them
04:42can be key framed if the shot changes radically overtime.
04:46I will disable my View Search Region and now I'll turn my attention
04:52to the Edge Detection and Color models that the Roto Brush uses.
04:55Now that I'm satisfied that the Roto Brush is looking in the right places for the Edge,
05:01next I want to make sure that Roto Brush is indeed correctly
05:06finding that edge as it moves from frame to frame away from my base frame.
05:10So I'm going to start back on my base frame again, that little yellow bar,
05:15and now I'm going to step earlier and later in time using 1 and 2 on the normal keyboard
05:19or Page Up and Page Down on the extended keyboard and see how well this
05:23propagation boundary tracks my foreground.
05:25So I move earlier in time, I see I am having trouble with the gaps between fingers
05:29in there and a little bit of trouble tracking the edge of the laptop down in here.
05:36Although again I could make the determination that I'm happy with the matte line
05:40being right there.
05:42Far more troublesome are the keyboard versus the bottom of his hand
05:49and also gaps between the fingers appearing and disappearing.
05:53Once I've moved just a couple of frames earlier or later in time away from the base frame,
05:56I'm going to try different choices for the Edge Detection method
06:02and the Color Estimation model used by Roto Brush.
06:05Edge Detection gives you three choices:
06:08Favor Predicted Edges says, Fall back on the information we found in the base frame
06:13and keep looking for that information earlier and later in time.
06:18In this case, even though I'm a few frames later than my base frame bias towards
06:22was back on that base frame.
06:24Favor Current Edges instead says, you know, this shot to me have changed a lot
06:29from frame to frame, put more emphasis on what happen on the most recent frame
06:33not what happened back at the base frame.
06:36Balanced, obviously, comes up with the balance between the two.
06:39Now Balanced isn't working great because I'm finding gaps opening up
06:43between these fingers and problems along the keyboard here.
06:46So let's try Favor Predicted Edges.
06:49And since I do that you'll notice that the propagation boundary has indeed
06:54tightened up this gap between the fingers and tightened up the bottom of his wrist
06:58as it falls next to the keyboard.
07:00Now just to be thorough, I'm going to try Favor Current Edges.
07:05I see these gaps are opening up again, that not good.
07:09And Balance is a little bit better.
07:12It got a bit more of the keyboard down here.
07:14But obviously, Favor Predicted Edges is giving me a better solution so I'm going to use that.
07:20Next is Alternate Color Estimation, what color model Roto Brush is using
07:25as it tries to find those edges between foreground and background.
07:28In this case you just want to toggle those parameters on and off and see
07:32how well Roto Brush is doing, again, while you are a couple of frames away from your base frame.
07:37So I'll toggle it on and see how things change.
07:41Now looks like I'm getting a false positive here because I don't think there's actually
07:45a hole between his shirt and his thumb and there isn't. So that's wrong.
07:50It's also turning out to be a little bit wavy along the top of the picture frame
07:55here compared with color estimation off.
07:57So to me it's clear that the default setting is giving me a more accurate propagation
08:02than the Alternate Color model is.
08:05So I will leave that off for now.
08:07Now that I have set up the parameters for how Roto Brush should propagate
08:11the information from that base frame, next I need to actually manually teach it,
08:16what's right and what's wrong, as it makes mistakes.
08:20And that's what we're going to do next.
Collapse this transcript
Making corrective strokes
00:07In the previous movie we tweaked Roto Brush's propagation parameters to help it find
00:12the changes in the segmentation boundary from frame to frame.
00:16This will greatly improve Roto Brush's performances and indeed is an essential step
00:21that many people miss.
00:22But, it does not make Roto Brush infallible;
00:26you will still need to teach it when it makes mistakes.
00:30To do this, you need to first start from your base frame and then step,
00:37frame by frame, later and earlier in time and look for mistakes.
00:41When you make a corrective stroke, Roto Brush will propagate the new information
00:47you've taught it from that frame in the direction that the arrows in the
00:53Roto Brush Span are pointing.
00:55Don't jump many frames down the road, make a correction then go back closer
01:01to the base frame and go, "Oh, I'll look it missed something, let's make a correction here."
01:05Roto Brush will not propagate your changes against the direction of the arrows.
01:10It's very important to remember, these arrows make a big difference
01:15in how the information you teach Roto Brush is used on subsequent frames.
01:19So, I'm back on my nice base frame.
01:23Let's start by trying to propagate all the way back to the beginning of this clip.
01:27I'm going to press Page Up or the number 1 to step one frame earlier in time,
01:31look for mistakes, and there's one right here.
01:33I'm going to zoom in, press Option or Alt, and correct Roto Brush's error right in that gap.
01:43I'll zoom in a little bit more and try to correct that error.
01:47Now as we discussed earlier, this pink segmentation boundary is just the centerline
01:52of the alpha channel edge Roto Brush is going to create.
01:56It does create some anti-aliasing and semi-transparent areas depending on the
02:01softness of the edge, motion blur, etc.
02:04However, there may be times when you become a bit unnerved that this propagation
02:09boundary is not following sharp angles.
02:11If that's the case, you need to turn your attention to the Matte, Smooth parameter.
02:17That's basically an algorithm for how much Roto Brush is smoothing out this
02:21profile's drawing around the edge between your foreground and background.
02:24For example, I'll just take this down to zero initially and you'll see
02:28Roto Brush follows a lot more detail along that edge maybe even too much detail
02:33creating something very jagged.
02:36Eventually, you're going to tweak the Smoothness parameter, they come up
02:39with a good balance between tightly following your edge but not creating little jaggies.
02:44For now I'm going to try to find a value that gives me confidence that
02:48Roto Brush is looking at my edge correctly and not over smoothing the edge
02:54and causing me to create incorrect foreground and background strokes.
02:59So I'd say right around here may be a good compromise value.
03:05If I go too far it's a little bit of a jaggy edge like through here and stir
03:09steps that are a little bit nicer.
03:15I'll use this as my temporary value while creating the rest of my corrective strokes.
03:19Again, I can always tweak this later.
03:22Go back down to 100% and look for other potential mistakes in Roto Brush's propagation.
03:27I've got a little bit down here at the keyboard.
03:30So let's press Option or Alt and fix that edge, that's better.
03:33Now zoom in a little bit more here, hold Command or Ctrl, resize my brush
03:39to make a smaller brush, and make sure I'm getting this gap right in there.
03:43It's important to go all the way around your frame and make sure you're happy
03:50that Roto Brush is consistently finding that boundary between foreground
03:54and background that you defined back in your base frame.
03:57We might be missing a little bit of finger through here so I'm just going
04:01to scooch that edge out a little bit right into there.
04:05You can go crazy trying to make these edges too perfect.
04:12When you have a lot of motion from frame to frame the user is not going to see
04:16a lot of these small errors and the inconsistencies.
04:21Perfection is something to strive for, but you'd drive yourself crazy
04:26in trying to achieve it.
04:29But this looks like a pretty good balance for this frame.
04:32All the information that I have entered on that particular frame is actually
04:36being stored for the Roto Brush effect on this layer.
04:40I'll type PP and reveal all the individual strokes I have made to define the
04:45base frame and now to update the current frame.
04:48Quite often you don't need to look at these and do anything with them
04:52but they are there if you want to turn them on and off, delete them, etcetera.
04:55But I just want to show you that Roto Brush is indeed recording these strokes
04:59and using that information as it propagates earlier or later in time.
05:04And I'll twirl that up for now.
05:05I'll press Page Up or the number 1 again and see how it's doing there.
05:10And let's zoom in and again do some corrective actions for Roto Brush
05:19by holding the Spacebar to get the Hand tool temporarily, panning around my image,
05:24and just looking for corrections I need to make to create a nice consistent Roto Brush
05:33outline from frame to frame.
05:35Again, remembering that this pink segmentation boundary is just the centerline
05:40for partial transparency, it's not my final matte.
05:46Now I'm going through this fairly quickly because I don't want to drive you
05:51completely crazy with boredom.
05:55Normally, I would spend a lot more time making sure that I am defining all these
06:02little corrective strokes exactly the way that I want to.
06:09Don't be afraid of giving Roto Brush too much information as long as it's
06:14correct information.
06:16You notice I was making multiple little strokes into this gap to make sure
06:20we got as much information there as possible.
06:22Even though the segmentation boundary didn't change, I didn't mind so much
06:26because I was teaching Roto Brush correct information.
06:29If I was teaching Roto Brush bad information, I would need to undo to unteach it
06:40and then make better corrective strokes.
06:43If you get to another frame and there's no need to make a corrective stroke,
06:46that's fine.
06:49Don't make another corrective stroke.
06:51I need to keep tweaking this little gap between the fingers here.
06:54Put a smaller brush into the gap, that's a bit better.
07:00But if you were so fortunate that you don't need to make any corrections,
07:05there's one more pitfall you might run into with Roto Brush -- and excuse me
07:10while I talk and correct at the same time.
07:13Oh, big mistake through here.
07:17This is why you have to look all the way around the outline on every frame
07:22to make sure you're teaching Roto Brush correctly.
07:25I moved one frame earlier and things are looking pretty good there.
07:28I think that gap is as good as I'm going to get it and anyway I'm getting beyond
07:34the edge of my screen here.
07:36Yup, that's looking pretty good. Page Up.
07:41If I did not have to make any correction on this frame, and for that matter
07:45if I did not have to make any corrections for the next 20 frames, I might find myself
07:50in a situation where I'm at the end of my Roto Brush Span.
07:54If you go one more frame past the edge of your span, you'll see the
07:59pink segmentation boundary is no longer following the foreground and background,
08:03it's jumped to follow the entire frame.
08:06That means Roto Brush has not received any new information for 20 frames
08:11and does not feel comfortable propagating for 21 frames or more;
08:17it wishes it had more information.
08:19There's a couple of things you can do at this point.
08:22Go ahead and make any corrective stroke somewhere along the span and Roto Brush
08:27will extend the span another 20 frames from that stroke.
08:30Or, if you really feel you don't need to make any more corrective strokes
08:35you can hover your cursor over the edges of the Roto Brush Span and drag it
08:40earlier or later in time to cover as many frames as you feel comfortable having
08:45Roto Brush automatically propagate your information.
08:47Now in my case, I am not comfortable.
08:50I'm seeing Roto Brush continue to make little errors from frame to frame.
08:54For example, there's a gap opening up between fingers here and I want to make
08:58sure Roto Brush gets that gap.
09:03Those who have spent any time on the underground system in England
09:09feel free to start chanting Mind the Gap.
09:11Those who have been to England on the underground know what I'm talking about.
09:15The rest of you can look it up so you've got party trivia.
09:21And I want to make sure that I'm keeping a consistent edge between
09:24foreground and background as I pan around this image. Good.
09:31Oops!
09:32See, you have to look.
09:35And if Roto Brush grabs too much information as long as your stroke was good
09:39you don't need to undo.
09:41I'll just add another corrective stroke to help teach Roto Brush
09:45what the difference is between foreground and background.
09:47It's a little bit of a mistake in through there.
09:51By the way, Roto Brush does like to start chewing away this bracelet
09:56I have found out because I've done a shot a bunch of times.
10:01That's another area for you to watch out for as you go around the shot.
10:06I could grab a little bit more in that area.
10:09Again, I'm looking for the central line of my eventual transparency.
10:14Shadow areas get tricky.
10:20Here's definitely a case for that bracelet disappeared in the shadow and
10:24Roto Brush can't tell the difference between shadow and bracelet, so I'll help it
10:29define those areas until it does a better job at determining that edge.
10:35And that looks good.
10:38One more frame earlier, you notice that Roto Brush did indeed realize that
10:42that gap was still there but I do need to teach it a little bit more to improve that gap.
10:47That's better.
10:54Let's make sure I'm not eroding too much of the fingers away. That's not bad.
10:58Good. Good.
11:05I could arguably go after a little gap there.
11:08Definitely, I have some issues through here.
11:14Oops, it's missing a bit of bracelet there.
11:18See what I just did there?
11:19I held the wrong key down, and I made a background stroke through the foreground.
11:24Don't make another foreground stroke;
11:26two wrongs do not make a right.
11:29Undo and then make the correct stroke through that area.
11:33Some little touch ups.
11:41Big problems with the shadows here, so let's go ahead and correct that.
11:46A little bit in that area and that area, major problem right in through there.
11:53But now I've got a reasonable centerline.
11:56Make sure you get a little bit more of this fingertip here but otherwise
12:01Roto Brush has been doing a pretty good job with the motion blurred fingertips and
12:04we'll show you how Roto Brush handles Motion Blur a little bit later on. Okay, that's good.
12:10Rather than keeping you here for another 20 minutes, half hour, however long
12:15it's going to take to set through all these frames, I am going to leave you
12:21the rest of these frames back to time zero as an exercise for you to go ahead and clean up.
12:30I think by now you have an idea of what I'm doing and you might need to go
12:35back and forth through your frames multiple times to get this the way you want it to be.
12:44But now you know what you need to do to teach Roto Brush, the differences
12:50between foreground and background, and you might say to yourself "this seems
12:54like a lot of work," and you'd be right.
12:56Oops, wrong stroke.
12:59It is a lot of work, but it is far less work, and if I had to repaint the alpha channel
13:07all the way around the shape on every single frame.
13:12I'm just making a couple of small corrective strokes here and there not having
13:16to repaint every single pixel of the alpha.
13:18So no matter how tedious this is, it could be and would be a lot worse.
13:29Okay, you can take it from here.
13:32Keep working until you have propagated your segmentation boundary
13:35all the way back to time zero.
13:36And when you're done, move on to the next movie.
Collapse this transcript
Creating multiple spans
00:07It is indeed about a good 20 minutes later, and I'm going to set my Roto Brush effect
00:11and type PP and show you that I've made 173 strokes total to define
00:18from my Base Frame back to time zero (x0).
00:20So I don't want you to be under any illusions that this is a automated process.
00:26Roto Brush greatly reduces the amount of work you need to do but
00:31you still need to do some work.
00:33Saving the Propagation parameters early on will help reduce that amount of work.
00:37And now as I drag my time indicator, through my timeline, you can see I have
00:42set up a propagation boundary for all these frames.
00:45Tricky areas was in here where his little finger is moving inside the shadows
00:48of his hand, a little gap here, managing the gap here between the thumb, the laptop
00:54and the shirt sleeve but I worked my way through all those frames.
00:58Now let's go back to the Base Frame and think about propagating forward in time.
01:04I want to see how far this Base Frame provides good information going forward
01:08making corrective strokes as I go, as close to the Base Frame as I can,
01:12propagating outward and then see if I might need to create another Base Frame
01:17with an entirely separate Roto Brush Span later in time to join up with this one.
01:22We'll go one frame forward.
01:25Actually, it looks pretty good.
01:26Another frame forward. Good.
01:28Another frame forward, things are going much better propagating forward
01:33than they were backward.
01:34That's why I chose the Base Frame that I did.
01:37In subsequent frames, we actually see less of the foreground than we're worried about;
01:42his arm blocks his hand, his hands close up where the gaps between his fingers close up
01:46and there's less work away from that Base Frame.
01:50I'm going to zoom in here and improve the gap until there.
01:56I'll keep moving forward.
01:58Now we need some Roto Brush corrective work to improve these gaps.
02:01Again, I'm just making a centerline here.
02:03And subtract around this thumb tip there.
02:06A little bit of the keyboard here.
02:14In general, not bad.
02:18And keep stepping forward in fixing these little problems from frame to frame.
02:23Now I am searching around to the entire segmentation boundary, every frame
02:28and making corrective strokes.
02:31But you could choose to a divide and conquer, maybe do one pass working in just the left side,
02:36go back to Base Frame then make another pass just working on the right side.
02:41This isn't too bad though.
02:49A little bit of the keyboard here.
02:54Less critical through here where we're not actually over the screen.
02:57The viewer's attention probably won't be down here.
03:00I'm just trying to keep a consistent line so that any matte line between my
03:04Roto Brushed foreground and the untouched background isn't too obvious.
03:08Press Page Down or the number 2 to step forward and continue
03:18to make corrective strokes.
03:20Up a little bit of these fingers appearing underneath here.
03:24Let's make sure we grab that.
03:25Take out some on the keyboard and a little bit there.
03:31I know some of you will probably find it instructive to watch me go through
03:37every frame of the shot and see what it is I'm looking for.
03:41I'm sure others of you are probably going to get bored stiff watching me
03:46go through every single frame.
03:47So there will come a point here soon enough,
03:50that I'm going to go ahead and just cut the video, finish the rest of the shot
03:56and then move forward to my next important technique to discuss.
04:00Basically, when do you give up one span and start creating the second span.
04:07It's several minutes later and I have been propagating strokes away from my
04:12Base Frame in the direction of the Roto Brush Span arrows and I'm getting to a point
04:16where I see some major changes in motion.
04:19These few frames are indeed being tracked pretty well by Roto Brush but I see
04:24that I have his left hand raising.
04:26I'm starting to see some gaps open up between the fingers of his hand.
04:31Indeed, I need to zoom in here and do another background stroke in this gap
04:36that's opening up between his fingers.
04:39From this frame forward, I see I'm getting significant movement and Roto Brush
04:44is missing information as gaps open up.
04:47I could keep making corrective strokes and propagating that information forward
04:52but at some point when you find yourself making major changes on every frame,
04:56you have to ask yourself, "Is more of the foreground being revealed?
05:00Is that why Roto Brush is having trouble?
05:02Would I be better off picking a new Base Frame later in time and propagating
05:08that information back to join this one?"
05:11And indeed in this shot, since he is raising his hands, I think I would
05:16go to a new pose somewhere around here where his hands are the most open and I've got
05:21a clear shot defining the gaps between his fingers and start a brand new Base Frame there.
05:28So I would back up my Roto Brush Span back to around 0:00:01:27, my last good frame
05:33of my previous look, which is right around there, then move to here
05:39and start all over, again, larger brush and defining a new Base Frame.
05:46You'll see that Roto Brush has created a brand new yellow dash for my base
05:52and a new propagation span going forward in time and going back to join my previous span.
05:59You might think you'd have a lot of trouble around that boundary but if you've done
06:03your job of defining foreground and background strokes, Roto Brush
06:11is using the same algorithms underneath the hood and you actually get a really
06:14good seam right in that area.
06:15So to really finish this shot off, you'd indeed want to create as many spans
06:20as necessary to pick different points in time as his hands open and close.
06:25For now I'm just going to go ahead and go back to this last good propagation frame
06:29at 0:00:01:27, press N to end my work area at this point and focus on getting
06:35a good look through here and then you can repeat the same concepts
06:39later on throughout the shot.
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Refining the matte
00:07Now that you've finished all of this work of creating your segmentation boundary
00:11across your entire Roto Brush Span, you really don't want to lose this work
00:16so it's a good idea to do a Save or even better an Increment and Save so you can go back
00:22to an earlier version of your project in case you take a detour and decide
00:26maybe what's the right path to follow.
00:28Now if you've been following along and you have a segmentation boundary
00:31you're pretty proud of, you can continue with that composition.
00:34If you've not made it this far and if you have access to the Exercise Files
00:38that come with this lesson, go ahead and open up Comps_finished,
00:41RB2-Screen Replacement-Step 16.
00:42This is after I've created the segmentation boundary for you and I'll continue
00:49with this one as well and double-click Actor Roto to get it opened in my Layer panel.
00:55You notice that I don't have the little bars extending from my Base Frame
01:00that indicates that Roto Brush has not had an opportunity to go ahead and propagate
01:04that information out and calculate these frames.
01:07If you are happy with your segmentation boundary, a good strategy is to go ahead
01:12and click the Freeze button.
01:14This says, go ahead and calculate all of the Roto Brush propagation for all the frames
01:20inside of your Roto Brush Span and allows you to save these along with your project.
01:25That will make working with Roto Brush, and even more important rendering
01:29Roto Brush, go much faster.
01:31So I'm going to go ahead and freeze this propagation boundary.
01:35You'll see the blue line indicating frozen frames.
01:38And if I decided to change this segmentation boundary later,
01:41I can always unfreeze it.
01:42But now that I've done this, I'll go ahead and Increment and Save again.
01:48Now if I open up this project later, I would have these cached Roto Brush frames.
01:54The segmentation boundary is just a binary matte;
01:57on or off, are you foreground or background.
01:59It's come time to start saying just how good this matte is and to refine it.
02:03To do so, I'm going to go down to these extra buttons that were added
02:08in After Effects CS5 along with the introduction of Roto Brush.
02:10It gives you some additional options of how you view the Alpha channel of any layer.
02:14For example, if I turn off the segmentation boundary, I will now get
02:19my Alpha channel display for this layer.
02:20I will now see my foreground and no background.
02:23If I want to look at the Alpha channel, I'll click on the Toggle Alpha button.
02:27If I like the Photoshop Style Red Overlay, here I can see my background
02:32but with a selectable color overlaying the background portion of my shot.
02:35I want to go ahead and just leave these all turned off, no segmentation boundary,
02:40and turn off my toggle transparency so I can see against the black background.
02:44This is the result of my binary matte, a little rough here and there.
02:48Let's go ahead and improve that.
02:49With my Actor Roto still selected, I'm going to press F3 to reopen my
02:54Effects Control panel, look at the Matte section and enable Refine Matte.
02:59This engages a second section of Roto Brush where it smoothes out the matte,
03:04looks for areas of partial transparency and alters the Alpha channel,
03:09calculates motion blur and decontaminates color around the edges.
03:12Let's discuss what all of those mean.
03:14To see my shot in context, I'm going to bring my Composition panel forward again.
03:18Now I have my Actor Roto layer with the Roto Brush overlaid on top of
03:24my screen and my background.
03:26Turn it off and on and solo it, just to give you an indication of what these layers are.
03:33First I'm going to work with these Smooth, Feather and Choke parameters.
03:37Roto Brush defaults to value of 2.0 for Smooth.
03:40I reduced it temporarily while I was creating my segmentation boundary.
03:43Let's see whether or not we need additional smoothing or less smoothing for that boundary.
03:50You'll notice that if I increase smoothing too much, you will start to see
03:55bits of the original footage creep into these gaps and blot out portions
04:01of my new control panel screen.
04:02On the other hand, if I take smoothing down too much, you'll see some fairly
04:07jagged lines around the edges of my Roto Brush matte.
04:10So I want to scrub to pick a value where I'm not picking up any of the original
04:15shots where it's not supposed to be such as between his fingers but don't have
04:19too jagged of a boundary or get some ghosting like I do here.
04:25I'm going to say that right around here is a fairly good value.
04:29Let's increase a little bit here and I'm fairly happy with that compromise.
04:34Now this is me looking at one frame namely the Base Frame.
04:38Always check your work later and earlier in time.
04:42For example, when I go earlier in time, I see that I have a nasty edge around here.
04:47This is a case where I might want a bit more smoothing to get rid of some this jaggieness.
04:54So let's crank up the smoothing a little bit and at least smooth out that profile.
04:59I need to find a compromised value that's going to work throughout this shot.
05:07In addition to smoothing, I can balance off the Feather and Choke.
05:11Feather is how soft the transitions between the foreground and background are.
05:15If I have no Feather, I'm back to a fairly hard binary matte and you can see
05:20a bit of aliasing on these edges.
05:22If I have too much Feather, that will really soften my transition but I can
05:26get a little too puffy, a little bit too soft, I can introduce some unwanted areas again.
05:31So I need to find a balance between Feather, which creates some nice soft edges
05:37and Choke, which either says get rid of some artifacts around the edges,
05:41basically reduce the boundary, and I can go too tight on that, or go the other
05:47direction, expand the Alpha channel.
05:48There I am creating some haloing that I don't like so that's obviously not very good.
05:52I find that increasing my Feather while keeping by smoothing down is getting
05:58rid of most of my artifacts.
05:59So let's see if we did a little bit of choking now, and get rid of the last
06:04of the artifacts at hand.
06:05That looks fairly good.
06:06I maybe eating away a little too much of his bracelet here, I could possibly
06:11need to go back and redo my segmentation boundary just for this portion
06:15of his wrist to make sure I don't lose too much of the bracelet.
06:19Let's go ahead and look at some other points in time to see how well
06:23I'm balancing off by smoothing.
06:25I have got a little issue down here in the hand, with all of my other parameters
06:31and that's too little smoothing.
06:33Let's experiment with the Choke a little bit until I'm fairly happy,
06:39I have got a good compromise throughout this shot.
06:42Keeping in mind that this will also be in motion, I'll definitely need to
06:47-- yup, I got to increase my smoothing back a little bit to get rid of that artifact.
06:51Keeping in mind I'm looking for a good compromise across all frames.
06:54A little more Choke, yeah.
06:58There's one more parameter in this section to discuss before we move on.
07:01It's called Reduce Chatter.
07:03There can be a problem if you have a somewhat stationary object but
07:06there's noise in your video or your film that is causing Roto Brush to think
07:11your edge is actually moving when it's not.
07:13If you see stationary or slow moving edges where the Alpha just seems
07:17to be bouncing and jittering too much, increase Reduce Chatter.
07:21On the other hand if you have moving edges where Roto Brush is missing subtle movement,
07:25you can decrease Reduce Chatter to go ahead and allow those edges back in
07:29and I find that actually decreasing Reduce Chatter is giving me a little bit
07:34of the wrist back at the expense of getting a little bit of
07:37an artifact back there.
07:38So I'm going to try to find a compromise at a lower setting maybe a little bit
07:45more Choke that might give me a better solution.
07:47I'm going to go with minimal Reduce Chatter and just a little bit more Choke.
Collapse this transcript
Exploring Motion Blur and Decontaminate Edge Color
00:07Finally, let's talk about Motion Blur and Decontamination.
00:11Roto Brush has the ability to automatically detect what portion of an edge
00:14is moving and give that edge additional blur to compensate just
00:19as real footage maybe blurred.
00:20Let's go to around Frame 26 where his hand is raising somewhat quickly.
00:26If I turn off Use Motion Blur, all I'm going to get is my softened,
00:31feathered edge around this area.
00:34However, if I enable Use Motion Blur, you'll see that this hand is more blurred
00:39than other portions of his body, which are not moving nearly as much.
00:42If I want to I can solo this layer and compare without and with.
00:48Look at just the Alpha channel without Motion Blur, even edge Feather
00:55all the way around, with Motion Blur increase blur where his hand is moving.
00:59And I can tweak the motion blur settings to include more Samples Per Frame,
01:03basically smooth out any ghosting if there's fast movement, and also set Shutter Angle
01:07to match how my shot was originally taken.
01:11No Shutter Angle is very little blur.
01:14Increase Shutter Angle is more blur.
01:16A lot of footage tends to be shot with the Shutter Angle of 180 degrees
01:21but it's good to know the camera settings so that you can match the shutter speed
01:26versus the duration of an individual frame to come up with a good Shutter Angle.
01:29If the shutter opening time is identical to the duration of your frame,
01:33then you want your Shutter Angle to be 360.
01:35If the time of the shutter is open is only half of the duration of the frame
01:39then 180 degrees, one half of a full circle, is appropriate.
01:42And I'll go back to RGB and unsolo my layer because it's good to see things in context
01:48just for reality check.
01:49Finally, there is a Higher Quality switch in Motion Blur.
01:53Higher Quality always comes at the cost of additional render time.
01:55It was not that bad of a hit.
01:57I have personally found that toggling it on has given me a little bit cleaner of an edge.
02:02For example, around these fingertips as I move.
02:04So I'm going to leave Higher Quality on.
02:07Now let's talk about Decontamination, and by that we mean how much of the
02:13background color is being removed or decontaminated from the edges of your object.
02:17Roto Brush does not color-correct the entire image.
02:20It's only color-correcting the edges, and if you want to see where it is correcting
02:23go ahead and enable View Decontamination.
02:27If you have a particularly soft shot, you might need a wider area of Decontamination
02:31because more of the background is seeping through these
02:35partially transparent areas around your edges.
02:38So you can go ahead and increase the decontamination zone if you so desire
02:42but don't do that unnecessarily.
02:43You might get some additional color artifact you don't really want in your edges.
02:46If I turn it off and increase my decontamination, you can see
02:50these additional ghosts that appear.
02:51I'll set that back down to zero.
02:53You can toggle the effects of the color-correction off and on.
02:59I find it when it's off, and I'm now seeing some of my dark background appear on these edges.
03:03That's not desirable so I'll leave it on.
03:05If you think it's performing too drastic of a color-correction,
03:08if you're starting to see some color-ghosting around your edges, you can reduce
03:11the amount of decontamination.
03:13Too much, again I'm getting that dark ghosting.
03:15100% is actually giving me the look I desire in this case.
03:19Finally, there's Extend Where Smooth and again I'll turn my
03:22Decontamination Matte back on.
03:24If Reduce Chatter is greater than zero and if Roto Brush determines it needs to
03:30de-chatter an area, Extend Where Smooth says, "Well, let's do some extra color
03:35decontamination around those areas."
03:36Because I have a very low chatter amount, there's not a lot of additional smoothing
03:40of the matte taking place.
03:42But if Reduce Chatter was too high value, I'll just artificially put it to 100% right now,
03:46you'll see that Roto Brush is doing some more smoothing out
03:51of the Alpha boundary and Extend Where Smooth says, "Let's go ahead and do more color
03:56decontamination in those areas."
03:58In my case well, I decided I need very little Reduce Chatter,
04:02Extend Where Smooth does not help me at all.
04:04But it's not one of those parameters where you can toggle it on and off,
04:08look very closely at your image and see if it's making a positive change or not.
04:11If it's not making a positive change, leave it off and in general
04:16that's a rule of After Effects.
04:17If you toggle on a switch and it doesn't seem to do anything, turn it back off again
04:21because you may not know what it's doing at another frame
04:25you're not currently looking at.
04:26And by the way, all of these refine matte parameters are not limited to Roto Brush.
04:31There is actually a standalone effect called Refine Matte which you can apply
04:36after anything that creates an Alpha channel including say a color key operation.
04:40That's another trick to keep in mind.
04:42Well, now that we've refined the matte for this particular Roto Brush application,
04:45let's go ahead and queue up our RAM Preview.
04:48I pressed zero (0) on numeric keypad.
04:50Again, if you have a Mac you can press Ctrl+0 on your keyboard.
04:54That's to help out people with Mac Books that don't have
04:58numeric keypad equivalents.
04:59Let's see how we do.
05:01I am finding a little bit of artifacting around this particular edge,
05:04I'll probably need to go back and clean up the segmentation boundary around here
05:07but let's see this full thing in motion because quite often problems on individual frames
05:11aren't an issue when you're actually moving quickly.
05:15Now they're playing back at full speed.
05:17I see that I do need some de-chattering because I am having some little bumps
05:21going on here and there.
05:22So if I hit Increase, I Reduce Chatter amount until I see these little artifacts
05:26start to disappear.
05:27Maybe a little bit more choking and let's RAM preview again and see
05:33if that improved the final render at all.
05:35I cannot emphasize enough how much Roto Brush is not a "Set it and done effect."
05:40It takes a lot of iterative work, a lot of going back and refining what you're doing
05:44until you come up with a desirable result.
05:47This is pretty close.
05:48I am observing a little bit of trouble right here where a small dark area appears
05:52and through the bracelet on his wrist.
05:55I can go ahead and keep tweaking parameters, tweak my segmentation boundary,
05:59and remember to do that you will need to unfreeze to be able to go back and
06:03edit your boundary.
06:04And if necessary use other tricks such as masking or even the paint effect
06:09to paint back in missing gaps in the Alpha channel or to paint out, if it's the
06:14background, that have crept in that I don't want.
06:17Still using Roto Brush is a big timesaving as compared to hand masking every single frame
06:22or hand painting the Alpha channel for every single frame.
06:27Just follow this procedure of Base Frame, propagation, corrective strokes,
06:33refine matte and you'll get a lot better results than other people who have just been
06:37applying a Roto Brush, making a couple strokes and saying, "It doesn't work."
06:40It does, there's just some assembly required.
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7. The Puppet Tools
Overview of the Puppet Pin tool
00:07 Next we're going to show you a wonderful set of distortion tools in After
00:10 Effects, known incredibly as the Puppet tools.
00:13 But before we do so you need to reset your workspace.
00:15 It's probably at Paint right now, go ahead and set it back to Standard and
00:21 select Reset "Standard" to make sure you're at a good, clean starting point.
00:26 Now I'm going to go ahead and switch to my special AEA workspace which optimizes
00:30 the layout for screen capture but it is very similar to Standard.
00:33 If you have access to the Exercise Files that came with this lesson, go to the
00:37 Comps folder and open up the Comp O4-Puppet*starter.
00:41 Now for those who're in a modern art you may recognize this as a character from
00:45 a mural painting called Harlequin's Carnival, and there is lots of interesting
00:49 appendages for us to tug on, bend, and distort.
00:52 To perform puppet distortion you use the Puppet tools represented by this
00:57 Pushpin icon along your toolbar.
00:59 If you don't see your toolbar by the way it's underneath Window>Tools.
01:03 I'm going to select the very first tool called the Puppet Pin tool;
01:08 this is what you perform your distortion and animation with.
01:11 As soon as you select any of the Puppet tools some additional parameters will
01:15 appear along the top of your toolbar.
01:17 We'll discuss each of these as they come up, but for now make sure the Mesh
01:22 Show is currently checked or enabled.
01:25 To use the Puppet tool first make sure your Current Time Indicator is at the
01:28 very start of your composition.
01:30 This is because Puppet tool is different from the other tools in After Effects
01:33 and that it sets keyframes the moment you start to use the tool.
01:37 And more than likely you want your first keyframe to be at the start of your comp.
01:40 Hover your cursor over the object you'd like to distort and you see the cursor
01:44 is changed to a little pushpin.
01:45 I'm going to hover over someplace that I'd like this character to be anchored,
01:49 for example maybe his ankle or his toe.
01:52 Click, as soon as I do so, you'll see that his outline, his Alpha Channel has
01:58 been encased by a Mesh made up of individual triangles.
02:02 If you're having trouble seeing these triangles, the layer's label color
02:06 actually affects the color of that Mesh.
02:08 I want to pick something strong like a Purple so that you can see it more clearly.
02:13 Now Puppet is actually an effect applied to a layer, and like all effects in
02:18 order to see its custom user- interface you need to select the effect.
02:22 By doing so you'll now see the pin that we've placed on this guy's ankle.
02:28 If you want to see the Mesh select the Mesh and now that will appear.
02:33 The triangles in this Mesh determine how much resolution you have when you
02:36 distort the character.
02:38 More triangles cleaner distortion, but also more triangles longer render times.
02:43 I personally find the default of 350 to be a bit course, it will give me kinks
02:47 in many of my characters.
02:49 I tend to set this to at least 500, and if I have a fast computer I will set it up to a 1000.
02:54 You see we now have a final Mesh and this will give me smoother distortions.
02:58 The other interesting parameter here is Expansion.
03:00 It's basically saying how far beyond the Alpha channel should After Effects draw
03:06 the Mesh that encases your character.
03:08 Now you might think, oh, although it's just to follow the Alpha Channels, set it down to 0.
03:13 The problem with doing that is that triangles are actually just a bunch of
03:17 straight line segments.
03:18 If you use too few of them and have no expansion they may cut off portions of
03:23 the character you're trying to outline.
03:24 If I set this to a very low number like 200, and zoom in a little bit here,
03:31 you'll see that the Mesh is actually cutting off, for example, parts of his head,
03:35 so that's why you need have enough triangles to get a good approximation of your
03:40 character, and set the expansion a little bit bigger such as 1.
03:45 The other thing that Expansion controls is how different sections of your
03:49 character are bound together.
03:51 If I have a higher expansion like the default of 3, you'll see that this area
03:55 here with a hair in the hat gets meshed together.
03:58 Hair in the hat, these two pieces of hair and a strand off the left are now all
04:02 meshed together and these guys have their own independence.
04:05 If I set it too high, the whole top piece would get meshed into one.
04:09 You may want this in some cases, for example this now means that this entire
04:13 unit will bend as a whole.
04:16 However, if I want finer control, a smaller mesh will now break this up to where
04:20 the stem, these strands are now treated separately than the hat on the top
04:24 strands, so Expansion also affects how finely you can control your character.
04:28 I'm going to press Shift+/ to center my Comp panel and in the next movie we'll
04:33 show you how to create additional pins to distort your character.
04:47
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Distorting a layer
00:07 In the previous movie we created a Mesh around the Alpha channel of
00:10 the character we wanted to distort and set up our Expansion and
00:12 Triangles parameters.
00:14 In this movie we're going to add more pins and start distorting our character.
00:18 You need at least two pins to do something with a Puppet tool, generally one pin
00:23 to anchor and another pin to stretch and distort your character.
00:28 I'm going to place one right here where he grabs onto this pencil, and you'll
00:31 notice as soon as I set a pin the little icon at the foot of my cursor
00:35 changes to a four-point arrow, that indicates that I can pick it up and move
00:38 it, for example like this.
00:41 As I do so After Effects will distort the pixels encased inside the Mesh as
00:46 necessary to try to stretch between the two pins I have set.
00:49 Now in this case two pins give me not really good control because the other foot
00:55 is coming off the around.
00:55 I'm going to undo, and go back and set another pin on the other ankle to keep
01:01 this guy rooted on the ground for now.
01:03 Now as I am pulling his arm you'll see except for a littlie bit of a toe-tapping
01:06 action, he now stays on the ground as I distort him around.
01:11 You can set as many pins as you like but it is a balancing act.
01:15 The more pins you set the more control you will have, I'm going to go ahead and
01:19 undo, but also the more pins you need to manage.
01:22 For example if I don't want this character bending that much, I might put
01:27 another pin and say his head to help anchor him.
01:31 So now you'll see him place like that as I move the arm back and forth, or I'll
01:35 undo and undo again to get rid of that pin.
01:38 I might set it somewhere say in his torso, and in this case that limits the
01:43 movement but you'll note that pulling on one part of the character will still
01:47 cause other portion of it to move around.
01:49 Now you see this yellow outline that I've got over the character.
01:53 After Effects is always working off the initial Mesh that it drew.
01:57 It only looks at the Alpha channel at the moment you create that first pin.
02:01 So another gotcha with Puppet tool is you cannot have a layer with an animating
02:06 Alpha channel, After Effects will ignore the later animation.
02:09 This original alliance is particularly important later on when we'll talk about
02:12 other tools like the Overlap and Search tools.
02:14 I move my cursor away and undo back to my original position.
02:19 Now I've got these pins fairly far apart and you can move them individual and
02:22 have some fun there, have him kick and dance a little bit.
02:24 Do little bit of a stretch and squash animation, but you can also control finer
02:30 appendages by placing pins closer together.
02:33 For example, say I wanted this pin or crayon that have some character of its own.
02:37 I can go ahead and put a separate pin at its end and bend just that pencil in
02:43 relation to the wrist.
02:45 Since I placed this original pin at a point right where it's kind of touching
02:48 the pin, it's pivoting around that wrist point;
02:52 you can move multiple pins together.
02:54 If I Shift+Click these two pins I can now move them as a unit in relation to the
02:59 rest of the character.
03:00 Most of the pixels in between them might still get bent depending on how those
03:04 meshes tugging on the overall shape, we'll show you a cool tool later on called
03:08 the Starch tool which can help cure some of those issues.
03:11 Anyway I'm going to undo back to where I just have these pins in his feet, his
03:16 wrist, his pencil, and optionally this one in the middle of the Torso, and do a save.
03:23 By doing so I've saved a project with these pins in the right place, and I'm
03:27 free to go ahead and experiment.
03:28 And you should go ahead and have a little bit of fun right now.
03:30 Set additional pins in places like say the top of the hat to bend them around with.
03:35 May be one in his beard and bend him there as well to create some additional
03:39 poses, and in general just have fun moving the character around and getting a
03:43 feel for how pins work.
03:45 Remember you can select multiple pins and move them as a group as well.
03:48 But when you're done revert back to at version of the character, and the pins in
03:54 the feet, wrist, and pencil, because these are the ones we're going to use in
03:59 the next movie to start animating our character.
04:12
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Keyframing a puppet animation
00:07 You should be in a state where your character has pins in his feet, his wrist,
00:12 and at the top of the pencil.
00:13 It's okay if you have set pins, say, in the middle of his torso.
00:16 When you're done setting your pins and you're ready to animate, you might find
00:19 it easier to revert back to the Selection tool.
00:22 That will clean up the display a little bit, and particularly, you won't see the mesh anymore.
00:26 If you are not seeing your pins at all, remember, Puppet is an effect and you
00:30 need to select an effect to see its special user interface items.
00:34 Now the Puppet tool is unique and that as soon as you create a pin, After
00:39 Effects will create the first keyframe for you.
00:42 You don't need to set the animation stopwatch, and to show this, I'll press U,
00:46 which reveals all animating properties on the timeline, and you'll see I now
00:50 have my five pins that I post in this character feet, wrist, pencil, and torso
00:56 with animation stopwatch already set and initial keyframes set.
01:01 You can do a lot of work without ever revealing these pins down in the Timeline panel.
01:05 However, it's not a bad idea to name them to keep track of them.
01:08 As soon as you select one in the timeline, you'll also see it appears selected
01:12 in the Comp panel or selected in the Comp panel will select it in the Timeline.
01:16 I'll go ahead and rename my pin just to keep them straight.
01:19 I'll select it, press Return and type in its name such as wrist. Select this one;
01:27 I see that's the tip of the pencil, so I'll say pencil.
01:31 Select torso, left foot, my left his right, and right foot.
01:42 Now your Timeline panel will quickly fill up with loads of puppet pins each with
01:47 their own keyframes.
01:48 If you want to simplify the display, you can select just the pin you're
01:52 interested in and type SS, two Ss in quick succession for solo selected.
01:58 That will show you just the pin that was selected, then you can twirl it open
02:02 to see its keyframes.
02:03 But I am going to go ahead and press U to reveal all the keyframes so we can
02:06 see what's going on.
02:08 This composition is just one second long.
02:10 If you have an extended keyboard, hold Shift and press Page Down to move ten
02:15 frames ahead in time or just drag your current time indicator to ten frames.
02:19 Grab the tip of your pencil and bend it over a little bit.
02:24 In doing so, you'll see a motion path appear in the Comp panel.
02:28 This is just like the motion you are used to for layers.
02:31 I'll zoom in on it and re-center, there's dots along it to show the position of
02:38 that pin on each frame of your composition, and you also have Bezier handles.
02:45 Initially, they are just solid dots because they are auto-Bezier, but as soon as
02:48 you click it and drag, you'll now have your continuous Bezier handles, you can
02:52 drag out just like a motion path.
02:54 I'll move back in time and you'll see how the end of that pencil follows that path.
02:59 By the way, did you notice these little red artifacts here?
03:03 Those are tips of the pencil being left behind, and this is a side-effect of
03:08 having the Mesh Expansion set to Small.
03:11 Well, don't worry, that's easy to fix after the fact.
03:14 Select any of the Puppet Pin tools, you'll see your parameters again for
03:19 expansion and number of triangles and just increase the expansion to, say, 2.
03:25 In doing so, expansion now picks up that anti-aliased edge around the end of
03:29 this pencil and we no longer have artifacts.
03:31 The other solution would be just increasing the number of triangles until you
03:34 get a fine enough line that would pick up those bends anyway, but the more
03:38 triangles you have, the slower this is going to be.
03:41 Anyway, I am going to go back to my Selection tool, just so I have a nice, clean
03:44 display, and if I Shift+Forward Slash (/) to go back to 100% and you'll notice,
03:49 by the way, down in the Timeline panel that you have a keyframe for that pencil,
03:53 but no other keyframes have been created.
03:55 This is not like an Auto Keyframe mode where keyframes get created for all your properties.
04:00 From this point on, after your initial setting of a puppet pin, new keyframes
04:05 will be created only when you move one of those pins.
04:08 Speaking of moving pins, press End to go to the end of the composition.
04:12 I already have the end of my pencils selected;
04:15 it's a solid yellow rather than a hollow yellow dot.
04:18 I am going to hold Shift, click on my wrist pin as well, so they are both selected.
04:22 You can go ahead and move multiple pins at the same time such as like this, and
04:27 in doing so, you'll see I get new keyframes for the pencil and for the wrist.
04:31 I am going to press 0 in numeric keypad to RAM preview and there is my
04:36 animation, where the pencil end bends down, and then the pencil and the
04:41 wrist move together.
04:44 I'll Shift+click to deselect the wrist pin, now I have just the path of the
04:47 pencil tip and again, it's a Bezier path where I can pick up and move these
04:51 individual keyframes and I can also pull out handles to decide how I want to
04:57 bend this path around.
04:59 If I have trouble seeing a handle, I can hold the Command and Option keys on Mac
05:03 or Ctrl and Alt keys on Windows, get the Change Direction tool, you maybe
05:07 familiar with from motion paths and masking, and drag out a handle to go ahead
05:11 and modify my path, maybe make it bend around a bit like that.
05:16 So that's how the end of the pencil is moving, select the wrist, and maybe give
05:21 it some character as well.
05:22 I have it bend out a little bit like that into an arc to create a more
05:27 complex fluid animation.
05:32 That's the basics of animating puppet pins.
05:36 If you don't see these paths, you may have the layer unselected.
05:38 Make sure puppet is selected and select the pin to see its path.
05:43 And note that you are seeing these in the Composition panel.
05:46 With most effects, you need to double- click a layer and open its Layer panel to
05:50 see effect point motion paths.
05:53 In the case of puppet, you can do all your work right here in the Comp panel.
05:55 Now that you know the basics, go into the Comps_finished folder and open
05:59 up 04-Puppet_final.
06:02 Here I have created additional deform pins for the top of the hat, neck, both
06:08 ends of the pencil, the ankles, and even the right arm, and create a lot of fun
06:12 animations for these various points.
06:14 I'll RAM preview, and now we have a much more expressive animation for our character.
06:19 Go ahead, have fun, create your own animation's character, and then in the next
06:23 movie, we'll show you how to take advantage of motion sketch to create even
06:26 more organic movements.
06:40
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Motion-sketching an animation
00:07Next, let's try our hand at creating more organic movements for our Puppet
00:11Pin animated character.
00:12If you have access to the Exercise Files, go to the Comps folder and in this is
00:17case open up the Comp 06-Puppet-sketch*starter.
00:20This a little bit out of order compared to the After Effects Apprentice book,
00:23but I figure as long as we are animating, let's keep the groove going.
00:26Double click it to open it.
00:27Make sure that Puppet Effect or Mesh 1 underneath Puppet are selected, so I can
00:31see my user interface in the Comp panel and I've that pins on his-- I guess you
00:35would call those his knees and his wrist where it connects to the pencil.
00:38You already know when you see this four- direction arrow on the cursor that you
00:42can go ahead and drag and move it around.
00:44If you were point later in time then when you originally created the pins, you
00:49will get an additional animation keyframe.
00:51But in this case, I am going to undo to get rid of that keyframe, move my
00:55Current Time Indicator, back to the start of my composition, and explore using a
01:00motion sketch to create these animation paths.
01:03Now back in the After Effects Apprentice lesson on Advanced Animation, we showed
01:07you how to use Motion Sketch to draw a motion path for a layer using your mouse
01:13or a pen and tablet.
01:14Well, you can do the same thing for Puppet Pins.
01:17Select your Puppet Pin tool to bring up its additional options and click on the
01:22text for Record Options.
01:25Here it will give you instructions to hold down the Command key on Mac or Ctrl
01:29key on Windows while dragging a pin to record the animation.
01:33The default Speed is 100% which says basically record in real-time just as fast
01:37as you're dragging and the Smoothing is set to 10.
01:40Now again if you've been through that Advanced Animation course, you know that
01:43Smoothing simplifies your motion path by removing keyframes and automatically
01:48bending out Bezier handles to approximate the path you drew, but we prefer to
01:52do our own smoothing.
01:53So I will just set this down to either 0 or 1 so I have a lot of detail on my
01:57path and I can always smooth this later.
02:00Used Draft Deformation shows me what my character is doing while I am dragging.
02:03That's pretty good.
02:04But I am going to leave Show Mesh off, because I find that mesh can be a bit
02:08visually confusing when I want to focus on the pixels underneath that mesh.
02:12With these options selected, I'll click OK, hold Command on Mac or Ctrl on
02:17Windows. My cursor changes to a stopwatch as soon as I get it near a pin.
02:22Recording has not started yet until I actually click-and-drag.
02:26So I wait until I've decided what I am going to do and click-and-drag and you
02:29will see the Time Indicator run through my Timeline and there are my Puppet Pin
02:34keyframes in the Timeline and in the Comp panel.
02:38I will drag the Current Time Indicator through and you can see the arm follow
02:42this path around and I will RAM preview it and there is animation.
02:50If I don't like the animation, I can just undo, make sure my Time Indicator
02:54is back at the start, maybe change my Record Options to say only record at 50% speed.
02:59In other words, time will run slow, I don't need to draw as fast. Enter.
03:05Hold Command or Ctrl, stopwatch, click-and-drag.
03:07Now I can create a more leisurely detailed movement because time moved
03:13slower inside my Timeline.
03:15Now these are just normal keyframes.
03:17You can do everything with them that you could do with motion path keyframes.
03:21For example, if they're are all selected like this, I can hold Option on Mac or
03:25Alt on Windows, click on the first or last keyframe, and stretch them all out in
03:31time to maybe fill my entire composition.
03:33If I find this path is too detailed, too many individual Bezier handles to edit,
03:39if I want to change the path, I will go up to Window, select Smoother, drag this
03:45panel close to my Timeline, just make it easier to see, and with my Puppet Pin
03:49Deform keyframes selected, set the Tolerance to say 5 and click Apply.
03:56Now I have a simplified path.
03:57If I wanted even more simplified, I will undo, put in a higher number like
04:018, then click Apply.
04:04Now I have far fewer keyframes to manage.
04:07There is my animation path and if I decide that for example, this bend is
04:10too tight, I will Shift+click to deselect this keyframe, then click normally to select just it.
04:15Now I can move these keyframes around, bend the path to give it a truly one
04:22tolerance character, maybe pull this in here a little bit, smooth that out,
04:26or even just delete a keyframe, pull out a Bezier handle, and smooth out the path that way.
04:32RAM preview again and there is my new puppet animation.
04:36Now in this case, I probably wanted to have some additional pins to anchor him
04:40so he is not going quite as crazy, but it gives you an idea of what to do.
04:44And by the way, the Puppet tool does indeed respond to Motion Blur.
04:48So I will turn on the Motion Blur switch for this layer, turn it on for the composition.
04:54You see this pencil already started to blur out a little bit.
04:57Q for RAM preview, it will take longer to calculate, because now After Effects
05:01has to calculate all these in-between frames.
05:06You can see the arm really stretching out and being blurred.
05:11And there is the animation.
05:12Again that looks even smoother and more organic.
05:15So the nice thing about using this ability to record pin movements, is you're
05:19going to end up with complex or more organic or natural movements than you
05:22probably could creating individual keyframes at specific points in time.
05:39
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The Puppet Overlap tool
00:07 I am going to quickly clean up my display by closing the Smoother panel and if
00:11 you like, you could go ahead and Close All to close your other compositions.
00:15 There are two more Puppet Pin tools we haven't experimented with yet.
00:19 One is called the Overlap tool.
00:21 So if you have the files, go to the Comps folder and double-click
00:23 05-Puppet-overlap*starter.
00:26 I'll click the Puppet effect to see my pins inside the User Interface
00:30 panel and I'll show you a little bit of a problem with Puppet tool.
00:33 Initially, this is flat artwork and After Effects does not know if any of these
00:39 pixels are supposed to be in front or behind other pixels.
00:43 For example, if grab his pencil and drag it upwards, you will see that it
00:48 crosses his neck, but if I drag it downwards, you will see it actually goes
00:53 behind his hip and leg.
00:55 Well, what if I wanted the opposite, what if I wanted to pass in front of his hip here?
01:00 To do so, I need to give sections of this mesh priority in terms of how in front
01:04 or how behind those pixels should be.
01:06 I am going to undo to get back to my original position and just to cut down some
01:10 of these odd distortion, I am going to select my Puppet Pin tool and add another
01:15 Puppet Pin, right here at his bowtie, just to go ahead and cut down on the
01:19 amount of distortion, while I am trying to do this bending and overlapping.
01:22 Now I am going to go back up to the Puppet tool and select the Puppet Overlap tool.
01:28 This is how I set those in front or behind priorities.
01:31 Puppet Overlap pins are completely different than the animation pins you have
01:35 been creating so far.
01:37 So to set priorities, you basically need to create a brand-new set of pins.
01:42 After Effects is showing me the outline of the original undistorted character.
01:46 Again, After Effects freezes the mesh based on the outline when you create
01:51 your first pin, that's why it's showing me this for reference and I need to
01:54 place my Overlap pins inside this original outline, not wherever the character
01:59 is distorted to now.
02:00 In this case, I'll place it in the middle of this pencil.
02:04 I'll click once and you will see a section of it has turned light white.
02:09 Basically, those triangles of my mesh have been given an In Front priority, in this case 50%.
02:17 If you've not set any Overlap pins, After Effects assumes that all of the mesh
02:21 triangles are priority zero.
02:23 So by making something in front 50% that means those pixels or mesh triangles
02:29 should be in front of those that are zero.
02:31 However, only those mesh triangles that are highlighted, get this overlap value.
02:37 To make sure the entire pencil as well as his arm all get the same priority,
02:42 don't go creating more pins.
02:44 That creates an unnecessary amount of work.
02:46 I am going to undo, back to my original pin, make sure it's selected and
02:52 scrub its Extent value.
02:53 I am going to do so until the whole arm and pencil are encased.
02:59 If I have a little bit trouble where it's creeping into his body one place, but
03:02 not the other, you can actually move these pins after the fact and see what
03:06 influence that has on the position of the Overlap pins.
03:10 I am going to go ahead back this off to were its just the arm and none of the body.
03:14 I am going to return to the Selection tool to clean up my user interface and see
03:19 just the rendered results.
03:21 I still passed in front of the upper body like I did before, but now I passed in
03:26 front of the hips and legs which is a change over the way it behaved before.
03:30 And again so you can see the difference, I am going to put the pencil, in front
03:34 of his thigh, go into the Timeline to the Overlap pins, twirl that open, twirl
03:40 open Overlap 1 and change the In Front value.
03:45 If I change it to a negative value, less than zero, you will see that pencil and
03:49 arm have popped behind his hips.
03:52 I drag it to a positive value, it pops in front.
03:55 If my extent was too small, you will see that I lose parts of the arm and
03:59 pencil behind his body.
04:01 That's why we had it set to the entire length of the arm and pencil, so that
04:05 all of those triangles inside the mesh would now be rendered in front of those
04:09 with priority zero.
04:10 You can create multiple pins.
04:12 For example, I'll drag this arm to where it's now overlapping the bowtie as well.
04:17 Let's say I want the bowtie to come in front of the arm, but I don't want to
04:21 change the arm's behavior where it comes in front of other parts of the body.
04:25 Well to do that, I can give the bowtie its own overlap pins.
04:29 I'll reselect the Puppet Overlap tool, look for the outline of the original
04:34 shape, click somewhere in the middle of the bowtie.
04:37 I see that the last value for extent that I set is actually a bit too big, it's
04:41 covering a part of his body as well and I back that down.
04:45 I see that I am losing part of the tip of his bowtie.
04:48 I'll just pick up and move that pin, so it's more centered and balance the Extent value.
04:55 What if I decided the tie should be behind the arm after all?
04:58 Well, I just need to change its Overlap value.
05:01 The arm's In Front value is 20%, so I need to set the Overlap value for the
05:07 bowtie to say 10% and as soon as I do so, you will see the tie has now
05:12 popped behind the arm.
05:14 I am going to back to Selection tool so this renders more cleanly.
05:18 Pen comes in front of the body, still goes in front of the thigh as well.
05:22 By setting up overlap regions on different parts of a character and animating
05:26 the In Front values, you can go ahead and make different appendages pop in front
05:31 of or behind the rest of the body.
05:33 For example, you might go ahead and swing once in front of the body, animate
05:38 back out here, reduce the In Front value and have it swing behind the body,
05:44 come back out again.
05:45 So the Overlap tool is really handy to create a lot more complex interaction
05:49 inside one individual flat layer incased by the puppet's mesh.
06:04
Collapse this transcript
The Puppet Starch tool
00:07 The last puppet tool I'd like to show you is the Starch tool.
00:11 To do that I'm going to open up the Comp 07-Puppet-starch*starter, I'm going to
00:17 select the Puppet effect to make sure I can see my pins, and in this case in
00:21 addition to the pins around the ankles, you notice that I put pins on the ends
00:25 of the bowtie as well as in the middle of his body.
00:28 As I grab one of these pins at the end of the bowtie and start pulling keep an
00:32 eye on his neck, you'll see that some strange kinks start to appear where the
00:37 bowtie enters the body and that might be even more apparent if I select the
00:41 Puppet Pin tool and show the Mesh. I'll zoom in and you can see how this central
00:49 Mesh triangle is being pulled out and causing distortion along the edges of
00:54 these triangles, you can try increasing the Triangle count to see if that helps,
00:58 I'll go up to a thousand here.
01:00 You can see it obviously took longer to render and we did get a slight improvement
01:06 but we're pretty much at the mercy of how these triangles are being formed and
01:10 following around this body.
01:12 I am going to undo back to my lower value and this I'd show you a better
01:16 solution, the Starch tool.
01:18 I'm going to change the Puppet tool to Starch just like with the Overlap tool,
01:24 I'll get an outline of the body in its original form, because starch pins need
01:29 to be applied along the original shape not the now deformed shape.
01:33 I'm having trouble through this section of the body with the neck and the bowtie intersect.
01:38 Even though I have a pin here already I need to add a brand-new Starch Pin in
01:43 order to correct this part of the body, so I'll click once and immediately
01:47 you'll see that the curvature of the neck has gotten much better, let me show
01:51 the Mesh to give better idea of what's going on.
01:54 I didn't make a great placement of my Starch Pin to begin with, it is getting
01:58 a little bit of the bowtie, I need to move my cursor until I see that
02:02 four-headed move arrow again.
02:04 Now I'll position it back over this section towards a little bit more
02:08 centered in the body.
02:09 Now you'll see I have a little bit less bend and an even smoother line for the
02:13 neck, just like with overlap you have Starch Extent and Starch Amount.
02:18 Now it might be easier to see what's going on actually if I return to the
02:21 Selection tool and don't have the Mesh in the way.
02:24 Down in the Timeline panel I'll twirl-up my Deform Pin and reveal my
02:29 Stiffness Pin for my starch.
02:31 If I set the Starch Amount down to 0, you'll see our kinks reappear in the neck.
02:37 However, as soon as I increase my Starch up to a moderate value like 15 or 20,
02:41 you'll see the neck straighten out, but right now just a small portion of the
02:46 neck is being starched.
02:48 If I decrease the Extent fewer Mesh triangles will be starched.
02:53 Now I'll get some of my kinks back again, that's not what I want.
02:57 I can increase my Extent to a larger value to now where more of the neck will be
03:01 kept stiff. But even though I have a nice line to the neck here by selecting on
03:07 my Starch tool again, you'll see my Extents have now gone out to include part of
03:10 the bowtie and it's starting to be torn apart.
03:12 So I pull in my Extents a little bit until just the area I want stiff does
03:17 indeed get starched. I'll go back to the Selection tool.
03:21 Of Course you can add more then one Starch Pin.
03:24 If I indeed wanted to keep more of this neck solid, but not affect how the
03:28 bowtie is being stretched I can go back to my Starch tool, place additional
03:32 starch pins say here, and here, move it down a little bit to join these areas
03:40 together, and I can see how the neck is kept more stiff to this part of the
03:45 distortion. I'll go back to my Selection tool, so you can see that more cleanly.
03:48 I'll press Shift+/ to go back to normal magnification.
03:52 Since Starch tool is a handy corrective item when you are getting kinks in your
03:57 distortions, that's a lot more render- efficient and then just increasing the
04:00 number of triangles in the Mesh, but you can also use this an animation tool if
04:04 something is supposed to have a bone and not supposed to bend, like say the main
04:07 portion of his body, you could starch the whole body and keep it as a rigid
04:10 object and just bend the arms, the feet, the bowtie, and the neck.
04:14 So that's the Puppet tool, it is a lot of fun to play with, increase some
04:19 interesting animations with it. Here I'm using it to do character animation, but
04:23 you can also use it to bring life to say text, logos or other objects.
04:27 It's certainly not something you're going to use on every job, but it is another
04:31 way of creating fun animations.
04:33 Now that I'm done I am going to go up to my Comp panel and Close All, so that my
04:38 display will be ready for the next chapter.
04:51
Collapse this transcript
Deforming multiple shapes
00:07I'd like to share with you a few more tricks and issues of using the Puppet Pin tool
00:11with layers that have complex Alpha channels.
00:13I've closed my other compositions and if you have access to the Exercise Files,
00:18open up 08-Multiple Shapes*starter.
00:22This line of text has what I would refer to ask a complex alpha.
00:26I'll turn on the Transparency grid so that you can picture it better.
00:30Each character has its own Alpha separated from the other characters.
00:35Also the letter "i" has separate Alphas defining the dot on the top and the body of the "i".
00:40When you select a layer and then select the Puppet Pin tool, and I'm going
00:47to make sure the Mesh is turned on so you can see it, and use the default
00:51for Expansion and Triangles.
00:53After Effects only looks at the Alpha channel enclosed by where you click.
00:58It does not search for any other little snippets of Alpha channel that might exist
01:02elsewhere on that layer.
01:04Therefore, when I click the inside of the "r" only the "r" got the mesh.
01:10This sort of isolation can be a good thing or a bad thing, depending on what you intend to do.
01:15Now another interesting thing about Puppet is the way that it renders
01:18the pixels that it deforms.
01:20Remember Puppet is an effect.
01:22If I go ahead and open up the Effect Controls panel for this text layer,
01:27you'll see I already have a Ramp and a Bevel Alpha effect applied followed by Puppet.
01:33If I click on one of these puppet pins and start dragging this character so that
01:39it overlaps, portions of the other unmeshed characters, and turn off the mesh for now,
01:45you'll see that the Ramp has been rendered, the Bevel has been rendered
01:51then the shape has been deformed by the Puppet effect.
01:54If the Puppet effect appeared before these other effects, you would
01:59have a deformed shape for the "r" then the whole layer we get a Ramp and a Bevel Alpha.
02:05So if you're working with complex alphas like this and you're not quite getting
02:08the definition between shapes that you'd hope for, watch your effects stacking
02:11order over in the Effects Control panel and I'm going to undo to get this "r"
02:16back in this un-deformed position.
02:18There is a problem with this auto-meshing procedure if you want to deform
02:23an object that has multiple pieces of alpha, for example, this "i."
02:27If I was to click on the bottom of the "i" and turn on my mesh again,
02:32you'll see only the body of the "i" got the mesh, not the dot up top.
02:36If I'm going to stretch one against the other, clicking on one point
02:41and stretching doesn't really work.
02:43It becomes separated because they're two separate meshed objects.
02:46I'll undo, click on the top of the "i" and I'm stretching just the "i"
02:52but not the dot on top.
02:53Well, there is a way around that to group pieces of Alpha channels on layers,
02:59and undo to get back to my unmeshed state for the "i" and then I'm going
03:04to choose the Masking tools.
03:07A trick with the Puppet Pin tool is to enclose a portion of your layer inside a mask.
03:15Once you've done that, you can then click with the Puppet Pin tool
03:20somewhere inside the mask but outside the alpha of the character.
03:24When you do that, After Effects will create a mesh out of the masked shape,
03:30not the Alpha channel for the object you have clicked inside.
03:32Just go ahead and add a couple more pins here and now I can go ahead
03:38and move that "i" as a group.
03:39You might be saying, "But Chris, what about my other pieces to this layer?" No problem.
03:46Go to your Masks in the Timeline panel and change its mode to None,
03:52that means don't actually cut out the visible pixels in this layer.
03:57And now I've got my deformable "i."
03:59I'll click my Puppet effect again, and I can start bending these
04:04around the other characters.
04:05Notice it goes in front of the "m" and behind the "r."
04:08Unlike a normal mesh, you cannot use the Overlap tool to make one mesh
04:13go in front of another.
04:14Instead you have to reorder the meshes in the Timeline panel.
04:17Let's say you wanted to bend this entire word as it though on a sheet of rubber,
04:23rather than trying to bend each character individually. No problem.
04:26I'm going to delete my Puppet effect to get back to my starting point and delete
04:30the mask I created just for the "i" and instead mask the entire word
04:37or namely enclose it all inside the mask.
04:39I'll switch to my Puppet Pin tool, click inside the mask, not inside one
04:46of the characters and now I will get a mesh for my entire mask shape.
04:52And I can have fun bending the entire text as a unit.
04:56And in this case, I might want to increase my number of triangles to get a little bit
05:01nicer resolution to my deformation.
05:06And as you saw my previous example, you can mix and match these techniques,
05:10individual shapes or shapes enclosed by masks even inside the same layer.
05:15So with those few nuggets of knowledge, how to manage your mesh,
05:19and how to manage the effects stack,
05:21you should be able to get even finer control over your puppet distortions.
Collapse this transcript
8. Idea Corner
Teaching a puppet to write
00:07 Quite often, the Comps_finished folders supplied with our Exercise Files
00:11 contains versions of these comps that go a little bit further than it was
00:14 covered in the book or in these movies.
00:17 For example, I will open up 06-Puppet-sketch _final and I will play back a RAM preview.
00:24 In this case, not only are we animating the pencil or pen that our MiroMan is
00:28 holding, it is drawing on characters to reflect the path that it drew.
00:33 Let's see how we did that.
00:34 I am going to turn off this effect for now and recreate it.
00:38 That effect is on something called the Write On solid.
00:41 I will turn off its visibility.
00:42 Now you may remember from an earlier movie in this lesson that you can motion
00:47 sketch any of your Puppet Pins.
00:49 I will select Puppet for the MiroMan, temporarily select the Puppet Pin tool,
00:55 hold down Command on Mac, Ctrl on Windows and position my cursor over one of the
00:59 pins until this little stopwatch appears.
01:02 That indicates that now I can motion sketch and After Effects will capture my
01:05 movements in real-time.
01:07 For this particular example, we selected both the end of the pen, and
01:11 Shift+selected the base of the pen and sketched both of them together to keep
01:15 the pencil together and then did one sketch movement which basically kept these
01:19 two aligned with each other.
01:20 The result was a path for the pen that resembled our handwriting of the letters ae.
01:27 Once we have that path, we can copy and paste that path to another path like parameter.
01:32 So I will select the position keyframes in the Timeline panel and Command+C or
01:36 Ctrl+C to copy them.
01:37 The next trick is using these position keyframes for something that will stroke this path.
01:42 Now, there is a stroke effect, but there's something even better called
01:45 the Write-on effect.
01:47 Rather than apply Write-on, on top of the puppet, we're going to give it his own layer.
01:51 Now, these Puppet Pin positions are relative to the layer itself.
01:58 Therefore, we need to create a solid that's as same size as our MiroMan here to
02:03 then use for the Write-on effect, that keeps their coordinate systems lined up.
02:07 I am going to return to my Selection tool, I am going to right click on MiroMan,
02:11 and say Reveal layer Source in Project.
02:15 It's selected down here.
02:16 I can see at the very top it's 310x450 pixels and they have an aspect ratio of 1
02:22 which means they're square pixels.
02:23 So I'll come back to my composition, do layer>New>Solid, change the size to 310
02:30 wide, 450 tall, Square Pixels, Color doesn't matter for now since we will make
02:37 that transparent and click OK.
02:39 Now that we have our solid, I will drag my Write-on effect onto that solid
02:44 and make sure my Current Time Indicator is back at the start of my
02:47 composition because when I paste keyframes, they start at the location of the
02:51 Current Time Indicator.
02:52 My effect point parameter is called Brush Position.
02:57 I can see it has a little cross hair and X and Y parameters.
03:00 I need to select it and paste my value into this.
03:02 The easiest way to do that is to enable keyframing for it, then type U which
03:06 reveals animating properties down in the Timeline.
03:09 With that properties selected, I will Command+V or Ctrl+V to paste and now
03:13 I have my keyframes.
03:15 However, it's kind of hard to see what's going on because I have a white
03:18 solid and a white color.
03:19 I will change the Paint Style to On Transparent and that way I will see just the
03:26 drawing of this path.
03:27 Now we have another problem to solve.
03:31 I used Puppet to drag that pen beyond the original boundaries of the MiroMan's layer.
03:39 However, Write-on is currently restricted to layer's dimensions.
03:43 To get around that, there's this wonderful utility plug-in called Grow Bounds.
03:50 Grow Bounds will make the layer an effect is applied to appear bigger than it really is.
03:56 So I'll apply Grow Bounds, drag him before Write-on and expand the number of
04:04 pixels of this layer until I can see my entire character like so.
04:12 Now, I have got my a and e. Beyond that it's a matter of working with Write-on's
04:16 parameters to get a nicer hand drawing.
04:17 For example, I'll play with Brush Spacing to go ahead and make this a much more
04:21 solid line and then I animated the other properties to give myself some color
04:25 and varying stroke thickness of this layer.
04:28 Rather than go through the time recreating those now, I am going to just turn
04:31 this layer off, go back to my original Write On solid, turn it on, type U to
04:35 reveal its keyframes and you'll see that I keyframed the color of the stroke to
04:41 go between yellow and white as well as the brush size to make it go thinner and
04:49 thicker and we'll RAM preview again. And there's our final animation.
04:56 Now, we did further tweaking like after we worked with Write-on, we realized the
05:01 path needed a little bit more refinement.
05:03 Unlike the puppet path which you can edit in the Comp panel, any effect paths
05:09 must be edited in the Layer panel.
05:11 So you double click that layer, change the View pop-up to Write-on and now you
05:16 will see its path and there you can go ahead and play with the Bezier handles as
05:20 necessary to get a smoother path.
05:23 Once you're happy with those position keyframes, you can copy them, go back
05:28 to the Puppet Pin, I will bring my Comp panel forward again and re-paste your
05:32 modified brush position path to make sure you keep the pen in sync with what you're drawing.
05:37 In this case I also see the path is offset a couple of pixels from what I did
05:41 with Write-on, that's okay.
05:42 I will select all of keyframes, carefully drag it back to where it appear to be
05:47 more centered up, such as that.
05:50 You know, you've become a good After Effects artist and you've learned to start
05:54 combining different skills that you've learned.
05:57 For example, we're combining Puppet tool animation with effects, with the
06:02 ability to edit, copy and paste position keyframes between different parameters.
06:07 At the end of the day, After Effects is just a giant toolbox where you get to
06:10 assemble the parts the way that you want towards your or your client's
06:13 creative vision.
06:26
Collapse this transcript


Suggested courses to watch next:

Design in Motion (8h 15m)
Rob Garrott



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