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2D Character Animation with After Effects

2D Character Animation with After Effects

with Angie Taylor

 


In her career as an animator, Angie Taylor has developed some powerful techniques for creating quick but compelling 2D animation, and in this workshop she shares those secrets with you. Learn how to import layered files and paths from Adobe Illustrator into After Effects and how to animate flat vector artwork in both 2D and 3D space, and explore options for outputting your animations. The videos are short, focused, and solution-oriented, and all the project files are included so you can follow along as you go.
Topics include:
  • Best practices for importing source files
  • Sorting and interpreting footage
  • Animating using traditional layer-style animation
  • Creating a grouping structure for body parts
  • Animating with the Puppet tool
  • Creating stop-frame-style animation
  • Setting up control layers
  • Animating using time remapping
  • Exporting files for Flash
  • Making movies via the Render Queue

show more

author
Angie Taylor
subject
3D + Animation, Video, Motion Graphics, Animation, Character Animation, video2brain
software
After Effects
level
Intermediate
duration
2h 35m
released
Feb 14, 2011

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Introduction
Welcome
00:00 (music playing)
00:07 Hi, I'm Angie Taylor, author, Illustrator and motion graphic designer.
00:09 I use Adobe After Effects on a daily basis for creating animations and motion graphics.
00:18 As a freelance designer, I have to be flexible enough to produce artwork and
00:22 animations of varying styles. Subsequently, I've developed some great
00:27 techniques, for creating quick, but compelling 2D animation.
00:32 And I'll be sharing those techniques with you, in this workshop.
00:35 Topics include how to set up after effects for creating 2D character
00:39 animation using input devices to capture motion, and apply it to you characters.
00:45 You'll also learn how to use audio files to create animation and lip-syncing and
00:50 use expressions and scripting to make the process easier.
00:55 You'll find out about grouping techniques and usingUNKNOWN to create hierarchical animations.
01:02 And I'll also walk you through the best working practices for outputting your
01:06 animations for the web, TV and mobile devices.
01:10 With this comprehensive workshop, you can simply sit back and watch as I
01:14 demonstrate each of the steps for you. If you feel like following along with me,
01:19 all the files required to do so are provided for you.
01:23 Now, these videos are short and easily digested, so you won't get bogged down
01:27 with technical jargon either. As I like to explain difficult concepts
01:32 and easy to understand, real world terminology.
01:36 So, what are you waiting for? Jump right in and become the greatest
01:41 animator who ever lived. (music playing)
01:45
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1. Best Practices for Importing Source Files
Importing options
00:00 In this tutorial, we're going to look at the best practices for importing files
00:04 into After Effects for character animation.
00:07 And we'll look at all the different options for getting files into After Effects.
00:13 Now, the first thing you want to do is either open a project or start a new project.
00:18 We don't to open a project here so we're just going to click and close on the
00:21 Welcome screen, and there will be a project, as a default, open in the background.
00:27 If you don't see the Welcome screen, that's not a problem.
00:29 You have probably just selected not to see it.
00:31 If you want to see it, you can go to the Help menu and choose Welcome, and tip the
00:34 date to show it. If you never want to see this again, you
00:38 can deselect Show Welcome Screen, and click on close, and then it won't appear
00:42 every time you open After Effects. Now, to import file, we can go to File >
00:47 Import File, and my particular favorite is either to use Cmd + I or Ctrl + I on
00:52 the PC. Or even simpler, just double-click in the
00:57 Project panel and that opens up the Import File dialog box.
01:03 Now, there are several ways of getting files into After Effects.
01:06 And in the Import File dialog box, you have certain amounts of control over how
01:09 you bring these files in. The first file that we're going to bring
01:13 in is this one here, which is a simple graphic of what we call a Talent Wheel.
01:18 I'm doing an animation of John Logie Baird who invented the television.
01:22 And when he invented the television, he made it out of old hat boxes and things.
01:26 It was quite amazing. And one of the things that he had to make
01:29 was called a tilt wheel, with these holes and things that would project different
01:32 frames of the picture. So, I've made one of these in Illustrator.
01:38 Now, if I select that file, it's telling me it's an Illustrator file and I can
01:41 choose to import it as footage. I can also override that, and we'll have
01:46 a look at the Composition Settings in a minute.
01:48 I'll click on OK. And again, it gives me another dialog box
01:51 saying, do you want to bring this in as footage or as a composition?
01:55 I just want to bring it in as a single footage file, and I'm going to chose to
01:58 merge the layers together. If you want to, you could select from the
02:02 different layers that exist within that Illustrator file, but I'm going to choose
02:06 Merge Layers. Click OK, and it brings it in as a single
02:10 image file. If I want to view the file, I can
02:13 double-click it, and it will open it up in the Footage window, ready for me to
02:16 examine it. We can have a look at the transparency
02:19 that came through with that, and you'll see that the alpha channel has also been supported.
02:24 Okay, so let's continue and bring in another file.
02:27 So, I'm going to double-click in the Project panel, and I'm going to bring in 3DTV.AI.
02:32 And again, this is another footage file that has multiple layers.
02:36 This time, again, I'm going to choose Merged Layers and click OK to bring in
02:39 the merged footage file. Again, double-click on it if I want to
02:43 have a look at it in the Footage panel and see the transparency that's been
02:47 brought in using the alpha channel. Now, the next trial I'm going to bring in
02:52 is multi-layer character that I've created in Illustrator.
02:57 And this time, I want to bring in all of the layers.
02:59 But if I choose Layer, I can only choose one individual layer from the list.
03:04 So instead, what I"m going to do is choose Composition.
03:07 And I choose Composition, it will build a composition that includes all of the
03:11 layers from the Illustrator file. And each of those layers will become a
03:16 layer in After Effects. Now, there's a couple of choices for
03:19 footage dimensions, and there's a couple of little considerations you need to make
03:23 when deciding whether to bring in footage at document size or at layer size.
03:29 But we'll have a look at those options a little bit later.
03:32 So, I'm just going to click OK. Now we see something different here.
03:36 Instead of seeing an Illustrator file, we see what looks like an After Effects
03:39 composition and it's accompanied by a folder.
03:42 And if I open that folder, you can see lots of Illustrator files within that.
03:47 And these are basically all of the individual layers from my Illustrator file.
03:51 And again, I can double-click if I want to open up one of those and have a look
03:54 at it. So, there's my arm layer.
03:56 Let's have a look at the upper arm, and there's all different body parts of the
04:00 layer, of the character, rather, on individual layers.
04:04 Now, if I double-click the composition, that's going to open up the Composition panel.
04:09 Now, at the moment, we're in the Footage panel.
04:11 If I double-click, the composition opens up the Composition panel.
04:15 And we can see our full character within the composition, and down in the timeline
04:20 here are all the layers from the Illustrator file.
04:24 And I can (UNKNOWN) them one by one to see that all the layers have been brought
04:28 in and translated to layers in After Effects.
04:32 So, really fantastic for all the layers are supported from one application to another.
04:36 Now, there's one other option we're going to have a look at here, and that's to
04:39 bring in a sequence of images. I'm going to double-click inside the
04:43 Project panel, and then I'm going to go into this file here.
04:46 Now, here is the original file, it's called Export Artboards.
04:50 And this is a single file in Illustrator with multiple artboards.
04:54 And I can actually look through the artboards by using the backwards and
04:57 forwards arrows here. Now, what I have done is I've actually
05:01 export to that to a sequence in Illustrator, so we've got to Save As and
05:05 just choose an EPS sequence. If I jump back to Illustrator, we can
05:10 have a look at how that was done. Here's the file in Illustrator, and you
05:14 can see that this consists of multiple artboards with a single character on each frame.
05:20 Now, when I go to Save As, I choose EPS sequence and use art boards and the
05:25 result is it outputs each artboard as a separate EPS file.
05:31 So then, when I bring it into After Effects, what I can do is rather than
05:34 import the Illustrator file itself, I go into the Artboard Sequence folder, choose
05:37 the first one in the sequence, and you'll see it automatically chooses to import
05:41 this as a sequence. Because it recognizes that there's an
05:46 alphanumerical order in that folder. Click on Open, and you'll see that it's
05:51 brought in an individual file. And if I double-click that file, this is
05:55 called a Sequence file. And if I play that, I can see the frames
06:00 of my stop frame animation playing back, as if it was moving footage.
06:06 So, that's how to bring in files to After Effects to start animating.
06:12 Various different options that you may want to use when doing character
06:18 animation in After Effects.
06:22
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Browsing files in Bridge
00:00 So, here we are in the browsingandbridge.aeb project which you
00:04 can find in the Importing Source Files folder.
00:09 Now, another option for bringing files into After Effects is to browse in Adobe Bridge.
00:15 And to do that I go to File > Browse in Bridge and that will open up Adobe Bridge
00:19 for me, where I can go into my After Effects Training Files folder and have a
00:23 look at, for example, the images that I want to bring in to my project.
00:30 So, if I want to bring this one in, I can open it in After Effects by saying Open
00:34 with and finding After Effects in the list or, my preferred method, is to
00:37 switch to compact mode by clicking on this button here.
00:43 And that switches to compact mode, so that Bridge floats above the other Adobe applications.
00:48 You'll see if I go to Illustrator, and back to After Effects, Bridge is always
00:52 floating there on top of them. And that makes it easy for me to drag and
00:56 drop files from Bridge into After Effects.
01:00 Now, once I've done that, I'm going to hide Bridge.
01:03 And you'll see that I'm greeted again with a dialog box asking how I want to
01:07 bring this file in. Again, I'm going to choose Composition
01:11 and I'm going to choose Layer Size from this menu here.
01:15 And we'll have a look at those options a little bit later.
01:19 So, I'm going to click okay. And there we go.
01:21 Our puppet character is in After Effects. And again, we have the layers, all the
01:27 individual body parts from Illustrator, and they've already been put together in
01:32 a ready-made composition, ready for us to start animating.
01:38
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Dragging and dropping from the Finder or Explorer
00:00 So, here we are in the Dragondrop.aet project which you can find in the
00:03 Importing Source Functions files folder. And what we're going to do here is we're
00:08 going to import by dragging and dropping files from the Finder.
00:13 So, I'm going to jump to the Finder. Now if you run the PC, you will be
00:17 jumping to the Explorer. Now if you're on the Mac, you'll be able
00:21 to use Cover Flow to be able to preview your files.
00:24 I've got a WAV file here and I've got an 8 file, so you can choose whichever
00:28 flavor you'd prefer to use. And you just drag and drop the file into
00:32 After Effects, and it will appear in the list with all the other files.
00:37 Now instantly, if we go back to the Finder and I decide I want to bring in,
00:41 say Multi-layered Illustrator file, when I drag that in, it would just bring in,
00:45 and this is just a flattened file unless I adjust the preferences.
00:51 If I go to the Preferences, which on the Mac is in the After Effects menu, on the
00:55 PC that should be in the Edit menu. So, we go to Preferences > Import, and
01:00 down at the bottom here, you can see this preference for how drags effect multiple items.
01:06 So, if you import items individually or groups of items, you can say, bring them
01:10 in as footage files, in which case it will flatten them.
01:14 Or, you could say, bring in as a composition, and you can even ask it to
01:18 retain the layer sizes when you drag and drop the files.
01:22 So, from now on, when I drag and drop file into After Effects, it will come in
01:28 as a ready made composition.
01:32
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2. Sorting and Interpreting Footage
Sorting files
00:02 So, here we are in the sortingfiles.aep project, which you can find in the
00:06 sorting and interpreting footage folder. Now, what we're going to do is spend a
00:11 little bit of time organizing our footage.
00:14 And this will pay off later in the project.
00:17 Makes it much easier for us to be able to find and manage our footage if we take a
00:20 little bit of time at the beginning to sort the footage into folders.
00:26 It will really pay off. Now, we're going to create some folders to
00:29 organize our footage with. And you can create a new folder by
00:32 clicking on this button here. Create a new folder button.
00:36 So, click on that and we'll create a folder called images.
00:39 So, I'm going to type the word images in. If you accidentally deselected the folder
00:44 before you had a chance to rename it, what you can do is select the folder and
00:48 hit the return key on the keyboard to make it editable again.
00:53 And just type in images. Okay, now, it's unlike the finder of the exploder.
00:59 You can't just click on a name to make it editable.
01:01 You need to actually hit return on the keyboard to make the text editable.
01:06 Now that we have our images folder, what we can do is select the 3D Talent Wheel.
01:11 And then, I'm going to hold down the Cmd key on the Mac or the Ctrl key on the PC.
01:17 And the reason that I am holding down the Cmd and Ctrl key, rather than the Shift
01:22 key, is because I want to select non-contiguous items.
01:27 If I held down the Shift key and click down here, I would select everything in
01:32 between those two elements. If I hold down the Cmd key or the Ctrl
01:37 key on PC, I can select elements that are non-contiguous.
01:41 So, I'm skipping out the character here and just going for the folder of
01:46 Illustrator files. The image sequence also, I think, counts
01:50 as an image. So, I'm going to select that.
01:53 And also, the puppet layers. So, I'm leaving out the character
01:57 composition, the puppet composition, and the hammer sound.
02:01 And I'm now going to drag them into the Images Folder.
02:05 And you'll see already, it's really simplified, my project panel.
02:09 I made it a bit easier to understand. And I've got one folder containing all of
02:13 my image files. And we'll do that once more.
02:16 We're going to create another folder and this time, we're going to call it audio.
02:20 Now, at the moment, I've only got one audio file.
02:23 I'm just going to drag and drop the hammer sound into there.
02:27 Now, if I open that up, I can actually preview the hammer by double-clicking it.
02:32 And you'll notice that if I'm in the footage panel and I hit spacebar,
02:36 nothing's happening. But if I hit the period key on the number
02:41 pad, you'll see that you can hear the sound.
02:46 So, opening out the footage window, and then hitting the period key on the number
02:51 pad will allow you to listen to the sound.
02:55 Okay, you can also do that by using the preview commands up here, preview audio
03:00 here forward will also preview the audio. So, that's a little bit about file
03:08 organization in After Effects.
03:13
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Interpreting footage options for transparency and gradients
00:00 Now, here we are in the Interpretfootage.ep project, which you
00:03 can find in the Sorting and Interpreting Footage folder.
00:08 Now, what we're going to do here is have a look at how After Effects deals with
00:13 image files, and how you can change that interpretation.
00:18 If I double-click this 3DTV file, that's going to open it up in the Footage window.
00:24 Now, for some reason gone way off the side here.
00:28 So, if I want to pull that in, I can just hold down Space Bar, and just pull that
00:32 back up here. Now, you can see that the footage has an
00:36 alpha channel, and we can see the transparent areas behind it.
00:41 Now, the way that the off channel is interrupted is determined in the
00:45 Interpret Footage dialog box, and there are two ways that you can get to that.
00:51 You can either get to that by right-clicking and going to Interpreting
00:55 Footage Main or by going to the File menu and choosing Interpret Footage Main.
01:02 And here, we have the Interpret Footage dialog box which gives us access to
01:06 various different options for our file and how the file is interpreted when
01:11 imported into After Effects. Now, at the moment, we've interpreted
01:17 that as a straight unmatted alpha file, which indeed it is.
01:21 If I switch off Ignore and click OK, I can actually ignore the alpha channel,
01:26 and you'll see that now the alpha channel is replaced with a solid black background.
01:32 If I want to bring back the alpha channel, Interpret Footage Main, keyboard
01:37 shortcut for that is Option > Cmd > G on the Mac, or Alt > Ctrl > G on the PC.
01:44 Okay, if I want to bring that back, I can say it's a straight alpha channel.
01:49 Click OK, and we're back to where we were.
01:52 You can even do things like interpret the alpha channel in reversed.
01:56 So, if I invert the alpha channel and click OK, we now get a black background
02:00 with a hole punched in it. So, various different things you can do
02:05 with the alpha channel in here. Now, there are also other options in
02:10 here, for example, your Pixel Aspect Ratio settings are here.
02:15 But down at the bottom, you may see more options, and we're going to have a look
02:18 at that in a second. But first of all, let's click OK and
02:22 apply the alpha changes to this layer, and we're going to open up this layer
02:26 here, 3Dtiltwheel.ai. Again, double-clicking, it will open it
02:31 in the Footage panel. Now, I'm going to right-click on that
02:34 again and go to Interpret Footage Main, and this time I'm going to click on More Options.
02:41 And here are my EPS options. If you're working with Illustrator files
02:46 or EPS files, you can choose how the anti-aliasing works.
02:51 Now, the default is the anti-aliasing will be done as fast as possible.
02:55 Meaning, that the workflow will be quick and responsive in After Effects.
03:00 But if you're finding that the gradients aren't looking smooth enough, you can
03:04 choose more accurate. And you'll get more accurate
03:08 anti-aliasing for your color gradients. So, if you see anti-aliasing problems
03:13 with your gradients in working in After Effects, this is where you can change the
03:18 Anti-aliasing options. And then, click OK, and then we know that
03:24 this is rendering as best quality as possible.
03:29
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3. Traditional Layer-Style Animation
Setting up anchor points
00:00 Okay, we're doing Anchorpoints.aep, which you can find in the Layer Animation folder.
00:08 Now, what we have here is one of my main characters.
00:11 And I want to start animating the body parts, and I'm going to start by
00:14 animating the arm. Now, when I select the arm, you'll notice
00:18 that the layer handles are at the edge of the composition.
00:23 And that's because when I imported this, I choose to import it at document size so
00:27 it places the handles at the edge of the composition, and it places the anchor
00:30 point in the middle of the layer. It doesn't matter which layer I select
00:36 from this composition. Every single layer has the same settings.
00:40 It has the handles on the edge, and the anchor point in the middle.
00:43 However, if I open up the Puppet Composition, I brought that in and
00:47 imported it, choosing to bring the layers in at Layer Size, and you'll see that
00:51 that looks quiet different. You'll see that the handles are at the
00:56 edge of the layer. Now, if I label that red, you'll be able
01:00 to see that a little bit more clearly. So, I'm selecting the Layer, and going to
01:05 Edit Label red just made those handles show up a little bit more clearly.
01:10 Le'ts solo that as well. Now, you can see the anchor point is in
01:14 the middle of the layer. And the handles surrounding that layer as
01:19 close as they can be to the edge of the layer.
01:22 Now, if I solo the upper arm and select that, notice the handles around that
01:27 layer and the anchor point is in the center.
01:31 And we can go on and on, so there's the right arm.
01:34 The anchor point is in the center, and the handle's around the edge.
01:39 In fact, if I select all of them, you'll notice that the layer handles are all
01:42 over the place. Now, both of these techniques have
01:46 benefits, and I'm going to explain those to you now.
01:50 Importing compostion with the layers at set to layer size tends to be a little
01:54 easier to manage in terms of animation. Because if I select the right leg, for
02:00 example, you'll see that the anchor point is in the center.
02:04 And quite often, when I want to rotate something, choosing the Rotation tool to
02:08 do that. I quite like the Animator in the center,
02:12 maybe not in this situation, but often I do want the Animator in the center.
02:18 Also, the layer is small so it takes a little bit less time to render than if we
02:22 go to our other composition and select, say, the upper arm and solo that.
02:29 Because we're extending the handles to the edge of the composition, it means
02:33 there's a lot more pixels for after effects to calculate.
02:38 So, in terms of processing, it will take a little bit longer to process if you
02:41 bring it in at document size, then it will at layer size.
02:45 Having said that, it's fairly mimimal difference between the two.
02:49 The other benefits are if I was to create a new compostion.
02:53 So, I'm going to go to Composition > New Composition, and click OK.
02:58 And I wanted to drag, let me just put that on to fit up to 100%.
03:03 I wanted to drag the images that I'd already imported into this composition.
03:08 If I drag my Character Layers, which are in this folder, into the Composition, it
03:13 will place them in the right position relative to each other.
03:18 Now, it hasn't got the layer stacking order correct because I didn't select
03:21 them in the correct order. But notice how they're all in the correct position.
03:26 If I undo that and do that with the Puppet layers, you'll notice that it's
03:29 placed all the layers on top of each other.
03:33 Cuz basically, when you drag and drop, it places the anchor point in the center of
03:36 the comp, and all of the layers' anchor points are in the center of the layers,
03:40 so we lose the relative positioning. So, if you want to keep relative
03:46 positioning while you're working in After Effects, bring it in at document size.
03:51 If you don't want to do that, bring it in at layer size.
03:54 Now, however you bring in your character, you're probably going to want to change
03:58 the anchor points at some point. So, if you double-click the character
04:02 composition, and I'm just going to remove solo from this layer so we can see all
04:06 the layers. Now, if we select the upper arm and I was
04:10 to rotate that arm, that's just to open up our rotation value by selecting layer
04:15 and hitting R on the keyboard. If I scrub that value, notice it's
04:21 rotating around the wrong point. So, it's rotating around this point here.
04:26 Okay, so I don't want to do that. I want to rotate it around this point here.
04:31 So, what I can do is I can adjust the rotation point by using this tool here,
04:35 the Pan Behind tool. I can just simply click and drag that up
04:40 to the correct rotation point. And then when I rotate, it rotates from
04:45 the shoulder instead of from the elbow. Now, I don't really want to rotate that
04:51 yet because I need to attach these layers to each other before I rotate that arm.
04:56 But what I'm going to do is rotate this arm.
04:59 So, let's go down to the lower arm. Now, if it's difficult to find the layer
05:04 that you want to work with, you can always go back to the Selection tool by
05:08 hitting the V key on the keyboard, and just clicking the layer in the composition.
05:16 But you'll notice that because I've got Document Size selected, it makes it more
05:21 difficult to select layers. This is another downside to bringing it
05:25 in at document size. If we go back to my puppet, it's much
05:28 easier for me just to select individual layers, because the layer handles don't
05:33 extend across the whole composition. So, with that in mind, I'm going to have
05:38 to just scroll through and find the arm that I want to use, and I'll have to
05:42 toggle off visibility just to check that's the right layer.
05:47 So, here we have the right arm. At the moment, if I open up rotation by
05:50 hitting R on the keyboard and scrub it, it's not too bad, actually.
05:55 Coincidentally, that arm happens to be right in the middle of the screen.
06:00 So, the anchor point doesn't need much adjusting, but it needs a little bit of adjusting.
06:04 Now you might think, why don't we just adjust the Anchor Point settings down
06:08 here in the timeline? But if I close that layer and open it up
06:12 again, you'll see we have Anchor Point settings.
06:15 But if I scrub these values, notice that the anchor point stays where it is.
06:20 And the layer moves. And that's what happens when you change
06:23 or animate the anchor point value down here in the timeline.
06:28 So, using the Pan Behind tool avoids that happening, and allows you just physically
06:32 drag it to new place. And now if I rotate, it rotates around
06:36 the correct point. Now, you'll notice the hammer is actually
06:39 moving behind the glasses, which we don't really want to happen.
06:43 So, the next thing I'm going to do is just drag that right arm layer up to the
06:49 top composition so that when I rotate, it rotates around that point.
06:56
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Keyframing transform properties
00:00 So, we're in the Keyframingtransform.aep project, which you can find in the Layer
00:06 Animation folder. Now, we're going to start by animating
00:10 the right arm of this character using the basic transform properties, which can be
00:16 found inside each of the layers. Each of the layers, if you open them up,
00:22 have a transform property group which contains Anchor Point, Position, Scale,
00:25 Rotation, and Opacity, the five basic properties in After Effects.
00:31 Which can be animated over time using keyframes.
00:34 Now, the term keyframes comes from traditional animation where the animators
00:38 would draw the frames of the animation. So for example, if you imagine Walt
00:43 Disney was doing an animation of this character, he would actually draw the
00:47 character in this position, and that would be the first keyframe.
00:52 And then, he would draw his character in that position, and that would be the
00:55 second keyframe. And then the Tweener, who's the assistant
00:59 animator, would have the job of filling all the individual steps in between to
01:03 create a smooth movement between there and there.
01:07 So that's where the term keyframing comes from.
01:10 And in traditional animation, it's achieved by drawing the frames and then
01:13 in-betweening the in-between frames. After Effects is slightly different.
01:18 After Effects is like your tweener. So basically, you set the key moments of
01:22 the animation, and After Effects will set all the points in between.
01:26 So, if you go back to a value of 0, and I can either type in the value or just
01:30 right-click and say Reset to go back to 0 on the rotation property.
01:35 Then what we can do is start to animate this property.
01:38 So, I'm going to set a keyframe by clicking on this Stopwatch.
01:41 So, clicking on the Stopwatch actually starts recording any changes you make to
01:45 the property. So, by clicking on the Stopwatch, I'm
01:48 saying okay, start recording everything I do from this point on.
01:51 And it also creates keyframe at that point.
01:52 And the keyframe appears like a diamond-shaped icon.
01:58 And that's a basic linear keyframe which is the default keyframe type in After Effects.
02:03 If you think of it as if you're tying a knot in the value at that point.
02:07 So as I was saying, at zero seconds, I want the rotation value to have a value
02:10 of zero. Then I'm going to move ahead a little bit.
02:14 So, I'll click and drag the time marker to roundabout the 1 second mark, thereabouts.
02:20 And you can also get to that by clicking in the, go to Time Box and just typing 1
02:24 dot or 1 period, and hitting Enter, and that will take you to the one second mark.
02:31 And here, what I'm going to do is pull the hammer back by scrubbing the rotation
02:34 value here. So, I'm going to pull the hammer back to
02:37 where he would pull it before he's about to hit the hammer on the head.
02:41 And then, I'm going to move forward a little bit.
02:44 Not quite as much of a gap between hitting the wall and the beginning of the
02:48 animation because actually, as he moves the hammer forward, he's going to be
02:52 moving it a lot more quickly. So, a shorter distance between keyframes
02:57 means a faster movement. So, I'm now going to move the rotation
03:01 forwards 'til he hits the nail on the head.
03:05 And if we preview that, you'll see that we've created an animation.
03:10 Now, you do a preview in After Effects by clicking on this button here, the Ram
03:14 Preview button, or you can hit 0 on the number pad to do exactly the same thing.
03:20 And then, the thing is it's far too slow so we need to speed it up a bit.
03:25 Now, a quick way of speeding up an animation but keeping the relative timing
03:28 is to select all the keyframes first of all, by clicking on the word Rotation.
03:33 And that makes all the keyframes yellow, which means they're selected.
03:37 Holding down the Alt key, and then pulling the keyframes together.
03:41 And that keeps a relative timing. If I zoom in by hitting the Period key
03:45 next to the Question Mark on the keyboard, sorry, I'm zooming into the
03:49 Composition panel there. Of course, the keyboard shortcut for the
03:54 timeline is to hit the Plus key on the numbers at the top.
03:58 I'm just going to do that again. So, if we zoom in by hitting the Plus key
04:02 on the keyboard, we can see the keyframes have exactly the same timing.
04:08 But we preview that, you'll see it's a lot quicker.
04:12 So, that's how to do basic animation of a property in After Effects.
04:17 Now, if you want to loop that animation so you can see it over and over again,
04:20 what I suggest you do is place the time marker at the one second mark, and you
04:24 can do that by clicking on the Time Ruler here.
04:28 And then, what we want to do is trim our work area to this area here so that we're
04:32 only previewing the work area. And the keyboard shortcut to do that is
04:37 to hit the N key on the keyboard. And now when I hit Run Preview, it will
04:45 only preview that small section and it will loop for me.
04:51
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Keyframe types
00:00 We're now going to have a look at Keyframe Types.
00:04 Now, we're in the Keyframe Types project, which you can find in the Animating
00:08 Layers folder. Here, we have a very basic animation,
00:11 which I'm just going to preview by hitting the Ram Preview button, or
00:14 hitting 0 on the number pad, to activate a Ram Preview.
00:19 And you'll see this little guy's moving his arm backwards and forwards, hammering
00:23 a nail on the wall. Now, we've done a little bit of timing on that.
00:28 We've made the time where he draws the hammer back a bit longer.
00:32 From the time where he pulls the hammer forward, and I can adjust the timing a
00:35 little bit by dragging the keyframes together.
00:38 So, if the keyframes are selected, like the bar there, you basically just click
00:42 away from them to deselect them, and then click on the keyframes and pull it closer
00:46 to the other keyframe. That reduces the gap and makes that
00:51 section a little faster. So, if we preview that, you'll see that
00:56 now the action of hitting the nail on the head is now a bit faster.
01:03 But in After Effects, there are other keyframe types which help you adjust the
01:07 timing a little bit. At the moment, we're using linear
01:11 keyframes, as I said. But speed between one keyframe and the
01:14 next will be completely even. But what we can do is we can use
01:18 different kinds of keyframes so that the speed builds gradually between one
01:21 keyframe and another. And that way we create a more fluid movement.
01:26 As I said, there are various different types of keyframes.
01:29 So, I'm going to run through some of them for you.
01:31 So, these are linear keyframes, which animate gradually from one point to another.
01:35 You can also use what are called Toggle held keyframes, which will hold on one
01:39 value until it meets the next keyframe. So, if I right-click on this keyframe, I
01:45 can choose Toggle Hold Keyframe from that menu, and now the keyframe changes to
01:49 have a square edge, which means it's held in value.
01:54 So if I preview that now, you'll notice that, this time by using Space Bar, that
01:58 the value, if we have a look at that again, the value holds until it meets the
02:01 second keyframe. In fact, it's so quick we can hardly see it.
02:07 So, I'm going to step through my animation one frame at a time by hitting
02:11 the Page Down key repeatedly. Now, you'll see it only changes when it
02:16 hits that keyframe. So, if you ever want a value to suddenly
02:20 change from one thing to another, you can use a Toggle Held Keyframe.
02:25 Now, if I make that linear again, which I can do by holding down the Cmd key and
02:29 clicking on it, you'll see that now, again, it gradually changes from one
02:34 value to the other. So, you've got linear and held keyframes,
02:39 so those are two keyframe types. Now, a third keyframe type is called
02:44 Continuous Bezier, and this might not be that easy to see the difference between
02:48 this and a regular keyframe, but let's have a go at it.
02:53 So, I'm going to hit Ran Preview again by hitting 0 on the number pad.
02:57 We have a look at the timing. Looks pretty rigid.
03:00 Now, if I select all the keyframes either by dragging a marquee around them or by
03:04 clicking on the word rotation, what I can do is hold down the Cmd key on the Mac,
03:08 or the Ctrl key on the PC and click on one of them.
03:14 And they will all change to circular keyframes, and this circular keyframes
03:18 are Continuous Bezier keyframes. And if I preview that by hitting 0 on the
03:23 number pad, you'll see we get a slightly smoother movement.
03:29 Okay, it's just a little bit smoother where it changes from one speed to another.
03:33 Okay, now, if you really want to adjust the speed the other keyframe types that
03:38 you can use, and I've just undone that. So I just did Cmd > Z or Ctrl > Z on the
03:44 PC to undo so I am back to linear keyframes.
03:48 Now, the third keyframe type we are going to use are eased keyframes, and eased
03:52 keyframes allow you to gradually accelerate or deaccelerate the speed in
03:56 between the keyframes, and there are three different kinds.
04:02 So, we're just going to move the time marker out of the way for a second.
04:06 Deselect the keyframes, and I want you to right-click on the first keyframe and go
04:10 down to the Keyframe Assistant menu and choose Easy Ease Out.
04:14 What that's going to do is it's gradually going to build speed coming out of the
04:18 keyframe, and then stop at the next keyframe.
04:22 Now, at this keyframe, what we're going to do is say Easy Ease Completely.
04:27 Now, Easy Ease will ease on both sides. Now, if you have a look at the first
04:31 keyframe, notice it's still linear on the way in but it's eased on the way out.
04:37 The middle keyframe is eased on both sides, and that's why it's curved on each side.
04:43 Now, I'm not going to ease the last keyframe because I want the animation to
04:46 be quite sharp and fast at the end. So, let's just preview that and see how
04:52 the eased keyframes have helped the timing of my animation.
04:56 So, I'm just going to hit 0 on the number pad again to preview that.
05:01 And you'll see we get a slightly slower pull back and a nice fast hammer.
05:08 And again, if we want to make that even faster, we can just pull that last
05:13 keyframe in a little bit tighter, preview it again, and you'll see we're starting
05:19 to get the timing right for the hammer.
05:25
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Fine-tuning animation with the Graph Editor
00:00 Okay, so now we're going to have a look at how you can use the graph editor in After
00:04 Effects to fine-tune your animations to improve the speed and the dynamism of the animation.
00:11 Now we're in the graph editor project which you can find in the layer animation
00:15 folder, and we're gonns use the graph editor to retime these existing keyframes.
00:22 Now just be aware that if you click on the graph editor button, you won't
00:26 actually see anything except an empty graph.
00:31 So in order to be able to see the key frames, you need to either select a key
00:34 frame or select the rotation property. And then when you go into the graph
00:38 editor, you'll be able to see a graph representing the movement that's being made.
00:43 By, in this case, his arm. Now I'm going to preview that by clicking
00:48 the Run Preview button. You can also hit zero on the number pad.
00:52 And you can see the movement represented by this graph.
00:56 And the rotation values what's being animated.
01:00 So what we can see here if we zoom in a little bit, so let me just stop playback
01:04 and we'll zoom in a little bit tighter just by using the zoom slider at the top
01:08 of the screen here. And I'm going to pull my work area in a
01:13 little bit more so we're not previewing as much.
01:16 Let's preview that once more. So what you can see here it's gradually
01:20 speeding up. And then it's coming into the second key
01:24 frame, so this is the speeding up and pulling back section, and then it's
01:28 hitting the nail on the head, moving forward very, very quickly.
01:33 So basically what it's doing it's gradually speeding up, then it's getting
01:36 to an optimum speed and then it's gradually tailing off into the middle keyframe.
01:41 And that's because we've eased these two keyframes.
01:44 And you'll notice that when you ease a keyframe if you select it, you'll see
01:47 handles coming out from either side of it.
01:51 And these are Bezier handles and they allow you to adjust the curve which
01:54 represents the speed between the key frames.
01:57 So if I want this to hold a little longer on the middle keyframe, what I can do is
02:01 I can actually adjust this so that it gets to this point.
02:07 And then it kind of holds for a little longer, as he pulls back the hammer
02:10 before he hits it forwards. And I can do that by pulling this handle
02:15 out, just clicking on that handle and pulling it out.
02:19 If I want to, I an hold down Shift after I start dragging to constrain it so that
02:23 we don't accidentally move it up or down the screen.
02:28 So that's a really nice way of just holding that animation for a little bit
02:31 longer before he pushes the hammer forwards.
02:34 And we can have a little look at that by doing another RAM preview.
02:38 And you'll see we're starting to get a much more dynamic movement now.
02:43 He pulls it back and really whacks it forward.
02:46 Now we can also change the angle going out of of the keyframe.
02:51 If I do the same here pull the handle you can see that I can move it up and down.
02:56 But holding down Shift allows me to constrain it, and we can have a look at
03:00 what that does as well. And that's going to hold for a little bit
03:04 longer this way which makes that movement going into the nail a little bit faster.
03:10 So let's preview that. And now we've got a really good animation.
03:15 It really looks like he's whacking that nail on the head.
03:18 instantly we're just going to have a little go at adjusting the first one just to
03:23 show what that does. So if I pull this one out, again holding
03:27 down Shift, as far as it will go. And preview it.
03:31 Now you'll notice that that's a little bit wobbly.
03:34 And that's because we've created this s shape here.
03:38 Which kind of creates a little bit too much of a jump between one speed and another.
03:43 So I don't really recommend that you adjust this keyframe too much.
03:47 Let's undo it so we're back at the beginning.
03:49 Can maybe I adjust it a little bit further so it takes a little bit longer
03:52 to start moving his arm back and then we'll preview that again.
03:57 Okay, you know what I preferred it as it was, I'm just going to do a simple undo by
04:03 hitting Cmd+Z or Ctrl+Z on the PC. I'm going to play it again and I'm going to say
04:11 that I'm quite happy with that. 'Kay, a really good, dynamic animation of
04:18 a guy pulling back the hammer and hitting the nail on the head.
04:24
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4. Creating a Grouping Structure for Body Parts
Precomposing to create groups
00:00 Okay, I have created this little animation of a guy hammering a nail in
00:04 After Effects, and what I want to do now is start to animate his other body parts.
00:12 If we have a look at the timeline, and I'm just going to do that by hitting the
00:16 tilde key or the accent key. Which on the British keyboard is next to
00:21 the zed key on the keyboard. And I believe on the American keyboard
00:25 it's next to the number one key at the top of the keyboard.
00:29 Now we're going to open up our timeline and you'll see that we've got lots and lots
00:33 and lots and lots of layers. We've got different layers for each of
00:37 the body parts. So if I just close up the right arm
00:40 there, and we hit the tilda key again or the accent key to come back out of it.
00:45 If I solo the layers you can see that each layer represents different body
00:49 parts, we've go the hair, the eyebrows, the mouth, the eyes, the head.
00:55 All on separate layers. Now if we were to animate them all in
00:58 this composition, we're going to be kind of finding it a little bit tough moving up
01:03 and down and having to figure out which layers which.
01:08 Not only that, if I move the head layer, for example.
01:12 And I just decide to use the arrow keys on the keyboard to move the head.
01:18 Notice the head moves without all the other features, which is not really what
01:21 I want. I want the features to move with the head.
01:25 So there's a couple of ways of attaching layers together in After Effects, and
01:29 we're going to have a look at them, one of them, now, which is pre-composing.
01:34 Pre-composing is a process of being able to select layers, and nest them into
01:39 separate compositions. But still retaining their position within
01:44 this composition. and I'll show you how that works, so for example.
01:48 If we're to start with the arm layer. We can solo the layers just to check
01:52 which ones which. So let's solo that layer so that's his
01:55 left arm. We want his right arm so we want the
01:59 upper arm layer and the other layer that we want is at the top, which is the right
02:03 arm layer. So if we want these both in this
02:07 composition called arm, that contains the upper arm and the lower arm so it can
02:11 then rotate these as a group, what we do is select them, so we'll select the upper
02:15 arm, move up to the top, hold down the command key or control key on PC, to
02:19 select non-contiguous items, and click on the right arm layer.
02:27 Now, with both of those selected, I can go to the layer menu, and choose
02:30 pre-compose down at the bottom. Now you're going to want to learn the
02:35 keyboard shortcut for pre-composing, because it's something that you do a lot
02:38 in After Effects. And as you can see, it's way down at the
02:42 bottom of the layer menu, so it's a hassle to go there with there with your mouse.
02:47 Then you can just type in Shift, Command, C, or Shift, Control, C on the PC.
02:52 And when you do that, it will open up the precomposed dialog box.
02:56 And we'll give it a name. So we're going to call it arm comp.
03:00 Now we want to say which arm it is, and if it's the way that I do this is if it's
03:04 on the right side of composition I call it the right arm.
03:09 So we'll call it the right arm comp, and I'm going to click okay, and you'll notice
03:13 that we've now got a comp called right arm comp, and it soloed if I switch on
03:17 all the other layers by clicking off the solo button, you can see it integrated
03:21 with the other layers. But now, I have a single layer which has
03:28 transform properties that I can move, rotate And do whatever I want to with as
03:32 a group. OK, so I can start to treat this arm as a
03:36 group, which makes it a little bit easier to control.
03:40 So I'm going to go ahead and do that with some other layers.
03:44 So I'm going to select all the layers that I would want to be in the head.
03:49 So, we have the ears, the glasses, which are the spectacles, the hair, the
03:54 eyebrows, the mouth, the pupils, the eyes, the head itself, and let's take
04:00 well, we'll leave the neck, actually. We'll leave the neck where they are.
04:06 And this time, we're going to go to layer precompose again just so you can see
04:08 where it is. But remember shift command c, or shift
04:12 control c on the PC precompose, and we'll call this head comp.
04:17 This time, I'm going to say open new composition, and when I click okay, it's
04:22 going to open my new head comp composition with all of my head layers in it.
04:29 Now if I want to jump back to the main composition, I'm not sure which one it
04:33 was, I can click on this little composition mini flow chart button and I
04:37 can see that my parent composition if you like, the composition that contains this
04:41 is character composition and when I go back there I can see the head comp.
04:48 If I open up my transformed property group.
04:51 And go to position, you'll notice that I can move that as a single group now.
04:55 So, we want to continue doing that, so let's do the left arm as just a single layer.
05:00 The body we don't need to do. The bottom we don't need to do.
05:04 And we can actually delete that layer at the bottom.
05:07 We don't need that one. So what we're going to do is we're going to
05:11 go into the head comp, and make some separate compositions for the eyes.
05:16 And this is what you want to do. So even within the head comp if I double
05:19 click it to open it up, and if your using CS4 then you'll have to hold down the alt
05:22 button when you double-click to open up the nested composition.
05:27 Been CS5 just double-clicking a composition will open it up.
05:31 Now in here you've got ear glasses, hair right eyebrow, left eyebrow, and the
05:36 pupils I want to group with the eyes, so that I can move the eyes in here and the
05:40 pupils will move with them. So I'm going to choose the left eye hold on
05:46 the command key or control key, choose left pupil.
05:49 And then go to Lair precompose, or as we know, it's command shift C or control
05:54 shift C on the PC. We'll call it left I comp.
05:59 And I'm going to remove the new composition because I don't want to open
06:03 it at the moment. And then right eye and right pupil,
06:07 command shift C, control shift C. We're going to write eye comp.
06:14 Okay, so I've got two separate comps for the eyes.
06:18 Now I may want to move them individually and if I do, then it's probably best to
06:22 keep them in separate comps. Otherwise, I could group these together
06:26 in a single compo, it's up to me really. But I'm, what I'm going to do is to show you
06:29 the position moving. Now, to adjust the position value,
06:32 normally I would open up the transform property group.
06:36 But this keyboard shortcuts for all the basic properties, so hitting p on the
06:39 keyboard with the layer selected will bring up the position properties, and
06:42 there you can see the eyes moving. Okay.
06:46 I'm going to keep them in separate comps. 'Cuz there may be a time where I want to
06:50 move 1 down a little bit, and 1 up a little bit.
06:53 to kind of create a comedy effect. So I'm going to keep them as separate layers.
06:57 Okay. I could also go and group the eyebrows
06:59 together if I wanted to, but I think that's enough for now.
07:03 So we've got our eyes grouped inside the head.
07:06 Okay? So there's my right eye and left eye comp.
07:08 There's my head comp, and there's my character comp.
07:12 So I'm starting to build up a hierarchy of structure, making it easier for me to
07:16 control the layers and also making it easier for me to create animation.
07:22 Now, if we want to access the compositions, or the pre-comps another
07:26 way, We can go up here to our project panel and double-click them here to open
07:30 them up. So there we have the right eye comp, the
07:35 right arm comp, the head comp, the character comp.
07:39 Now if you want to, you can create a folder called precomps and keep them
07:43 separate from the main comp. So I would select my right arm, my right
07:48 eye, my left eye. and my head, and I'll pop them into the
07:53 precomps folder, keeping them nice and tidy.
07:58
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Using parenting to create hierarchical animation
00:02 After Effects often provides more than one way to do a job, and sometimes it's
00:05 difficult to know which is the best way. So what I like to do is show you all the
00:09 methods, and then you can choose which one you prefer.
00:13 There's no right way or wrong way to work when you're a creative person.
00:17 Sometimes the best work is created by the weirdest, most contrived techniques.
00:21 So don't let anyone bully you into thinking that you have to work a
00:24 particular way in After Effects or you're basically wrong.
00:28 Just work the way the you want to work, but there are things that will trip you
00:32 up if you work particular ways, and the reason that I'm showing you as many
00:35 techniques as I can is so that you can make an educated choice about which
00:38 technique you want to use. So here we're going to have a look at
00:43 parenting, and I've got the parenting project open which you can find in the
00:48 grouping folder. And what we're going to do here is use
00:52 parenting to join these body parts together.
00:54 Now, if I select the left upper arm layer here and I'm just going to zoom in so we can
00:59 see that a bit better. So I'm going to hit the period key on the
01:03 keyboard, which will zoom in to the composition panel.
01:07 The comma key next to it will zoom out. So let's zoom in to 200% and then I'm
01:11 going to hold down spacebar to toggle to the hand tool, and just move down a
01:15 little bit so that I can see his arm more clearly.
01:19 Okay. Now I don't have a separate layer for the
01:22 hand, I just have the left upper arm which is that one and the left lower arm
01:25 which is that one. Now, what I want to do is, I want to
01:30 animate the upper arm and what I'm going to do before I animate is just move the
01:33 anchor point by using the pan behind tool.
01:38 Up to here so that when I choose the rotate tool to rotate it, it rotates
01:42 around the correct point. But you'll notice as I rotate it this
01:46 other part of the arm doesn't move with it and it should do.
01:50 As I move this, this should move so what I'm going to do is I'm going to use
01:54 parenting to join the lower arm to the upper arm and this is how easy it is.
01:59 You can either choose. The upper arm as the parent from this menu.
02:04 Or a much more fun way of doing this same thing is to use the pick whip on that layer.
02:09 Now I'm a bit pick whip crazy. I love using it.
02:12 Now if you click on it nothing happens. What you need to do is you click and drag.
02:16 And then you select the layer that you want to be the parent.
02:19 So I'm clicking and dragging it onto the left upper arm.
02:22 You have to make your own sound effects here, so my sound effect is (sound playing)
02:27 And you'll see that the left upper arm is now selected as the parent for the left
02:31 lower arm. So now if I select my left upper arm and
02:34 hit r on the keyboard to open up rotation, and rotate it, you'll notice
02:38 that the lower arm moves with it. Not only that, if I select the lower arm
02:44 and again I'm going to use the pan behind tool to move the anchor point up to here
02:48 and then select the rotation value of the lower arm.
02:53 You'll notice that now I can animate the lower arm as well.
02:56 And that's quite in the right place so I'm going to just adjust the pan behind tool
02:59 a little bit more. Let's move it up to there.
03:02 Okay, so I've now got a real hierarchical animation.
03:05 I'm going to zoom out a little bit by hitting the comma key, and we'll create a
03:09 little bit of animation using this parenting structure.
03:14 Now, before we do I'm going to also parent the arm to the body.
03:18 So we'll do the left upper arm will be joined to the body.
03:22 The right lower arm will be joined to the right upper arm.
03:25 The right upper arm will be joined to the body.
03:28 Now if you've got trouble knowing how to do this, just think about that song.
03:33 The hand bone's connected to the arm bone.
03:35 The arm bone's connected to the body bone.
03:37 The body bone's connected to the head bone, and you just think about which part
03:41 follows which. So when the body moves, the head and the
03:45 arms will follow, so that's what you need to think.
03:48 So we need to make the head and the arms follow the body so let's make the head
03:52 follow the body as well. And then the body will follow the legs so
03:56 wherever the legs go the body will follow so let's follow the right leg with the body.
04:02 Okay so what we can do now is if I select the body and hit the rotation tool I can
04:08 rotate the body. Okay.
04:12 Now at the moment, it's rotating around its center point, which is in the middle
04:16 of the layer, so we'll just move that down a little bit to here.
04:21 And I'm going to rotate the body from side to side a little bit, so we'll just key
04:25 frame that going from one side to the other.
04:29 Okay. I'm going to easy ease them, so Animation >
04:32 Key Frame Assistant > Easy Ease. I'm also going to just do some very quick
04:37 animation on the upper arm. So let's rotate that down and then up,
04:44 and then down again. And we'll also do the lower arm.
04:51 Now if I select all my layers and hit u on the keyboard it will show me all of
04:54 the keyframes and that makes easy for me to jump between keyframes hitting the j
04:57 and the k keys. So now I need to deselect all the other layers.
05:02 So hold down the Cmd key or the Ctrl key and click to deselect and then click
05:07 again to select. And I'm going to open out the rotation value.
05:11 And move that a little bit too so we're getting a little bit of rotation movement
05:15 in there. Okay, remembering to keyframe it of course.
05:20 Okay, so we're starting to get this kind of puppet style animation going, and of
05:24 course it doesn't have to be rotation that you animate, it can be position.
05:30 So if I get the head, for example, and do a little bit of keyframing with that.
05:37 Hit p for position and we can move that up and down.
05:41 Okay, maybe not up because we can see the neck starting to show so I'll move it
05:45 down a little bit and then up a little bit and we can add some scale to that.
05:50 So hold down Shift and hit s to open up scale.
05:55 And as it moves down it kind of moves back so it makes it look smaller and then
05:59 up again. Now I'm just doing this arbitrarily and
06:03 I'm going to trim the work area by hitting the n key and just preview that,
06:06 that not the best animation in the world but you get the idea of how you can start
06:10 to create. This hierarchical animation by linking
06:18 the body parts together.
06:21
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5. Animating with the Puppet Tool
Recording animation with the Puppet tool
00:00 Okay, so the time has come for us to look at one of my favorite tools in After
00:04 Effects, the puppet tool. And if you want to follow along with
00:09 this, step by step, you can open puppet.aep from the puppet tools folder.
00:15 Now in here we have my thug character. And you'll notice if we have a look over
00:20 here that this is a nested composition, called thug.
00:24 And you'll notice if I scrub the position value, this is just one single layer,
00:28 that has one single set of properties. I'm using a nested comp, but equally you
00:34 could use say a flattened Photoshop file, but you'll need to have an alpha channel.
00:39 So, if you're saving a Photoshop file, you can save the individual layers and
00:43 they'll contain their own alpha channels. Or if you're selecting to save a picked
00:48 file or a TIFF file, make sure that you save it with an alpha channel, so that
00:52 After Effects can see the transparency. The reason for that is the puppet tool
00:57 looks at areas of opacity and transparency.
01:00 And it creates a grid over your character.
01:03 And I'm going to show you how that works. If I select the puppet tool, you'll
01:06 notice there are three tools under there. And I'm going to select the puppet pin tool.
01:11 Which can also be selected by hitting, Cmd+P on the Mac, or Ctrl+P on Windows.
01:16 Now if I click on my character, I'm going to click on his head and just create what's
01:20 called a puppet pin. And you'll notice a little yellow dot
01:23 appearing there. Now what's it doing in the background is
01:27 it's actually placing a mesh over my character.
01:30 Now the default behavior is you can't see the mesh.
01:33 But if you click on show under the mesh controls you'll see the mesh that's been
01:36 placed over the character. And you'll notice that it stops at the
01:41 edges of the alpha basically so. It places it over the solid areas of the
01:46 alpha channel. And if I click on my transparency grid
01:50 again, it's easier for you to see that mesh.
01:54 So it places a mesh over the character and what that mesh allows you to do is
01:57 move the points around and the mesh moves with the points.
02:02 Now if you only got one point, you just get the whole body moving around.
02:06 If I add another point on his stomach. And then move the head around.
02:11 You'll notice, that it now looks for the difference between those two positions.
02:16 If I continue doing that, and add a couple to the feet, one to the left, one
02:20 to the right, and now move the head, notice I'm not getting, what looks much
02:25 more like a deformation of the mesh. Basically, because I've got more than
02:32 three points, it's deforming the mesh to try and stretch the shape between those points.
02:38 So it's like creating a deformation mesh on your character.
02:42 And it's fantastic. I can move any of the body parts around
02:45 to create sort of custom fluid movement on my character.
02:51 Okay, so we're going to add another couple of points, one to each of the
02:54 hands and of course if I select them and move them, you'll see that I can move the
02:58 hands around. Now there's all sorts of amazing
03:02 animation you can do with this. But what I'm going to do is show you my
03:07 favorite methods of animating using the puppet tool.
03:10 Now, we could animate by hand quite easily, as you saw there if I move this
03:14 hand the hand moves in and out and you'll see that the body does a nice little hip
03:19 wiggle to go with it. So let's start by animating by hand.
03:25 Let's open up our mesh settings and our deformation settings and you'll see in
03:29 here we have pins. Okay, and each of these pins is animatable.
03:34 Now this is the head pin. You can see that when I select it down here.
03:39 It becomes selected up here. This is the body pin.
03:43 So what I'm going to do is go ahead and rename these.
03:45 So I'm going to hit enter to make it renameable.
03:49 I'm going to call this head and I'm going to select this one and call it body.
03:55 And this one is leg 1, we'll say. Leg 01 and this one is leg 02.
04:05 And then this is hand 01, and this is hand 02, whoop's there we go.
04:15 So we've got all of our pins named so that it makes it easier for us to animate.
04:19 Now you'll notice that if you look carefully down in the timeline, you can
04:23 see these little dots indicating that these properties are already keyframed.
04:28 So if I hit u on the keyboard, it will open up just the keyframed properties.
04:32 So that I'm ready to animate. So what we are going to do is just zoom in
04:36 to the timeline a little bit by hitting the plus key on the keyboard.
04:40 And what we are going to do is just move to frame say 9, okay.
04:44 And at frame 9 what I'm going to do is move this hand across there, and this
04:49 hand across there. Now you'll notice something strange
04:53 happens one moves behind his body, the other moves in front of his body.
04:57 Okay, we're going to have a little look at why that happens a little bit later, but
05:01 for now all we're going to do is just have a preview of that.
05:05 So I'm just going to hit spacebar, and you can see his hands move over his body.
05:09 And two new keyframes have appeared where we have done that, or if I move
05:13 ahead another nine frames. So let's just type in plus 9 to move
05:18 ahead another nine frames and what we're going to do is copy and paste those first
05:22 keyframes. So copy and paste.
05:25 If I hit n on the keyboard, just to define my work area, and then hit 0 on
05:30 the number pad, we can see that looping. Okay, so you can animate by hand like
05:36 that, but it becomes a little bit tedious if you want to keep animating by hand.
05:43 If, say, you've got this whole time line to record, and you'll see there there's
05:47 like 30 seconds of animation. And you want to do, say, him dancing, it
05:51 would take quite a long time to record that, so what I'm going to do is show you
05:54 how you can automate the animation. Now if I select a group of keyframes,
05:59 and I'm going to turn off the mesh so that we can see our character more clearly.
06:04 I could select his stomach, both his hands and his head.
06:07 And then if I move up and down, you'll notice because his feet is still anchored
06:12 on the ground, I can create this kind of dancing animation.
06:16 I'm going to pick up my Wacom tablet, because at this point I want to really
06:20 use a pen and a tablet to capture movement.
06:24 I've been using a mouse up until now but really to get really precise movement, to
06:28 capture movement and apply it to the puppet tool you're better off using a
06:31 Wacom tablet and a pen. You can get much more subtle movement
06:36 from using that, than you can with a mouse.
06:39 So what I'm going to do is, I'm going to move over this central point here, puppet pin
06:44 point, and hold down the Cmd key, or the Ctrl key on PC.
06:49 And you'll see as I do a little stop watch appears, and that indicates that
06:53 once I click and start moving it's going to record the movement I make, and watch
06:57 what happens. I click and drag, and then I can just
07:02 record a little dancing movement. Now the nice thing about this is if you
07:07 got the same track it will play the same track while you're recording and you can
07:11 make sure that he dances in time with the music.
07:15 So I'm going to do about 15 or 20 seconds of his movement.
07:18 And then I'm going to stop. And if you look down in the timeline,
07:22 you'll see that all these keyframes have been created.
07:25 And if I hit 0 on the number pad, you'll see I've got my little dancing character.
07:30 Okay, so really easy to create that kind of fluid dancing animation.
07:35 Now I want to get his arms and his head moving, but it's going to be difficult if I
07:39 go back and trying record his hands moving now.
07:43 What I want to do is show you how that works first of all, so let's deselect
07:47 this point and I do that by Shift-clicking on it, and then let's
07:50 select it again. Now what I'm going to do is use the same technique.
07:56 So I'm going to use the recording technique of holding down the Cmd key.
08:00 But you'll notice what happens is, I'm kind of having to struggle against the
08:04 movements of the rest of his body. Which can be quite difficult.
08:09 So what I'm going to do is show you a way of switching off the body animation, so
08:12 that we can continue moving the hands as separate items.
08:16 And this is how you do it. You add an expression to the property
08:20 that you want to halt if you like. And all we're going to do, is we're going
08:25 to make it stay at the original value here.
08:28 Which is 488 by 316. And to do that, I put square brackets and
08:33 I type in. 488 comma 316 close square brackets and
08:37 that's going to override the expression, so now you'll see that, that hand doesn't
08:43 move at all. Now we don't want to do it with the hand
08:47 so I'm going to remove that expression from there.
08:50 The hands we want to animate again. The ones that we don't want to animate
08:54 are these points here, the body and the head.
08:57 So I'm going to Alt-click. This time I'm going to type in square
09:01 bracket 293 comma 350 close square brackets.
09:06 So I'm basically saying override the key frame value and just keep that at that
09:10 value for now. So, I'm going to move down and I'm going to do
09:14 the same for this one the head. Open square brackets, type in 277 comma 124.
09:21 Close square brackets. And now if we preview it, you'll see that
09:26 the head and the body stay still. Meaning, it's going to be easier for us to
09:30 go in and animate the hands. Okay, so what I can do is I can just
09:35 delete these keyframes for the hands for now.
09:37 And I can move over here and just start to animate those.
09:44 So I'm going to do a swinging hand movement like this throughout my animation.
09:48 And you'll see that we're getting a nice little hip sway there as well.
09:52 Okay and let's do the other hand. Okay and there we go.
10:03 We could also do the feet if we want to do a little bit of animation with the feet.
10:17 And again on this one. Okay, and once we've done that and we
10:21 want to see how it looks with the body and the head animating, what we can do is
10:27 just switch on these. By clicking on this button here.
10:34 And this is the toggle on and off expression button.
10:37 So by switching the expression off, we're going back to our keyframed values.
10:41 And we now have him dancing away. Doing a very cool move.
10:45 (LAUGH) Okay, now you'll notice something weird's happening with his hands.
10:51 Notice they're getting all mushed up with his body.
10:55 Sometimes moving behind, sometimes moving in front.
10:58 So, I'm going to show you some ways of fixing that in a little while.
11:00 But before we do that, the other thing that I want to do is you'll notice here
11:05 that I've captured some hand information, but not quite enough to fill that whole
11:09 time there. So what I can also do is do things like
11:14 copy and paste keyframes. All the things that you would do with
11:17 regular layers. I can also use things like the smoother
11:20 to smooth out the motion. And if I go down to the smoother and
11:24 bring that up, I can select the key frames and maybe give that a tolerance
11:28 path of say, 5. And that way smooth out the animation a
11:33 little bit. So we can do with both his hands, maybe
11:37 do with his body as well. As well as using the smoother we can also
11:41 use other techniques to smooth out the animation.
11:44 We could convert the keyframes all to continuous Bezier, that way smoothing our
11:49 the paths. So that will also give us a smoother type
11:53 of animation. Okay so lots of different ways of
11:58 smoothing out the animation and by the way, the way that I am converting all of
12:02 these to continuous Bezier, is by selecting the keyframes holding down the
12:06 Cmd key on Mac or Ctrl key on PC, and just clicking on the keyframes will
12:10 convert them. And if we preview that you'll see that,
12:16 that smoothed out our animation a little bit more.
12:21 Now we are going to continue working on this, now we've just captured that motion
12:25 very, very quickly. So what we going to do is refine the motion
12:30 a little bit and also change the way that the layer interacts with itself, so
12:34 that's a little bit about the puppet tool.
12:39 And have to use it to make your characters boogie on down like this one is.
12:44
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Animating the Overlap tool
00:00 Okay. So, we're now going to have a look at the
00:02 overlap tool. And we're in Overlap.ap project which you
00:06 can find in the puppet tools folder. And what we're going to do here is start to
00:12 control how these arms move in front or behind the body.
00:15 Now, you'll notice that one of them's moving behind, the other one is moving in front.
00:19 But we're also getting this really mushy intersection that we need to fix.
00:24 So, with the overlap tool, we can determine how After Effects deals with
00:27 this instead of leaving it to do a best guess.
00:30 Now, what you want to do is, first of all, select the layer, and then, go up to
00:34 the toolbar and click and hold on the puppet pin tool and you'll see that
00:37 you'll have the choice of free tools. I want you to choose the puppet overlap tool.
00:44 Now, the puppet overlap tool, when your layer is selected, will show you an
00:48 outline of your original character, represented by this gray line here.
00:53 Now, notice that my character has changed position from its original position.
00:59 So, the pixels representing the character, if I just switch on my
01:02 transparency grid, are actually outside of that outline.
01:06 Now, you want to be careful, if you want to control this arm.
01:09 We want to put overlap tool point on it, so that we can control whether it moves
01:13 behind or in front. But it's important that you don't click
01:17 on the hand here in terms of its pixels, but over here.
01:21 And this is its original position. So, what you want to do is click on the
01:25 hand and that will place this white kind of a highlight over the hand.
01:30 Now, at the moment, it's just over the hand.
01:33 So, at the moment, we're only controlling the in front value, if you like, of the
01:37 hand as far as that concerned. So, if we want to control more of the
01:42 arms, so we're actually controlling up here as well, you can click and drag the
01:46 point and move it or what you can do is you can adjust the extent settings.
01:53 And the extent settings will grow the area that is being controlled.
01:57 So, even if I drag this down here to the hand, I can extend it up the arm, so that
02:01 its whole arm is now moving in front of the body.
02:06 So, basically, you're saying, do you want to move it in front or behind?
02:10 We're saying in front. And the extent value is saying, well, how
02:13 much of it do you want in front. And we want the whole arm.
02:16 Now, if we select this one, so I'm going to click on here to create a new overlap tool.
02:21 And you'll notice now that both hands are moving in front of the body and that's
02:24 'cause both have got an in front setting. So, if you want that, if you want them
02:29 always to be in front, you can just leave it as that and both hands will always be
02:33 in front of the body. But I might want this one to be behind
02:37 the body. So, what I can do is change this one to
02:40 minus 50. And now, that one will always be behind
02:43 and that one will always be in front. Now, you can even animate between that,
02:48 so you could say, okay. At this point, I want the hands to be behind.
02:54 And the thing that we're going to animate, if we go into our mesh settings, close up
02:58 the form and open overlap, is the in front setting.
03:01 So, we set a keyframe for in front. And then, we move to the point where we
03:05 want it to change. Okay.
03:07 So, let's keep it there. So, we'll add another keyframe there.
03:12 And then, at this point, we'll maybe have it changing.
03:15 So, it's important that you have it changing where there's a crossover.
03:19 So, we'll may be moved to where there's a crossover point that we can use.
03:24 So, around about there. And then, we'll change it to in front.
03:27 So, what we can do is just copy this key frame and paste it into this value.
03:32 And do the same copy this keyframe, select this value, paste it in.
03:37 So, we've now got the moving in front, and then behind.
03:40 Okay, now, obviously you would keyframe it, so that it doesn't just suddenly jump
03:45 like that. But you'll see how you can switch from
03:48 one being in front, to one being behind. And create that kind of seesaw dance
03:53 there, where he's moving one hand in front, the other hand behind.
03:57 So, that's the overlap tool and you can have lot's of fun animating that and
04:01 creating different effects, by choosing how the layers overlap.
04:05 You can, maybe, also choose the feet and decide how they overlap as they cross
04:11 each other.
04:13
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Using the Starch tool to control deformations
00:00 So now, the final tool that we're going to have a look at in the Puppets tools
00:03 section, is the Starch tool. And we're in starch.aep if you'd like to
00:08 follow along. And what I've done here is I've selected
00:11 the Starch tool. And I do that by clicking and holding on
00:15 the Puppet tool, and moving down to select the Puppet Starch tool.
00:20 Now, what the Puppet Starch tool is good for is controlling certain areas.
00:25 So, when you animate using the Puppet tool, you get this great fluid
00:28 deformation happening, which is great in most cases.
00:32 But there may be some areas like the boot here, for example, that I don't want
00:35 to be deforming too much. You'll see how there it's squishing
00:39 together a little bit too much. Or the face.
00:42 You'll notice the face is quite badly deformed, and so I may want to control
00:46 how much deformation is happening, and I do that by using the Starch tool.
00:52 So, with the Starch tool selected, and select your layer, and select the Puppet
00:56 tool, in the timeline, you'll notice you can see an outline of your character
01:00 represented here by this gray line. So, let's start with the boots.
01:05 Let's select boots and let's figure out how to control them so they are not
01:09 deforming as much. What we are going to do is move to a
01:13 place where we can see the deformation happening.
01:16 Okay, you see that they are quite squashed there.
01:18 So, what I am going to do, I'm going to click on the boot.
01:21 And you'll notice that as I do, it places a highlight over this area.
01:26 And the extent setting is what controls how much of the brute is controlled by
01:30 the starch. And you'll notice that as I move the
01:33 extent up the leg, more of the leg is frozen if you like, and, and not moving.
01:39 Now, you'll notice if I scrub through now, that leg is looking really stiff,
01:42 whereas the other one is looking quite fluid.
01:45 Now, I don't want quite as much of that so I'm going to move that down so it's
01:48 just the bottom of the leg really that we're keeping frozen.
01:52 And you can also, you know, say, okay, I want it slightly fluid but not quite as
01:56 fluid as it was. So, we can bring that down to 30, and
01:59 then we get a little bit of fluidity in it.
02:02 We're also going to move to this boot and do the same.
02:05 And if I preview that now, you'll see now that the boot doesn't deform as much,
02:08 they're staying more rigid. Okay, as the rest of the body moves, and
02:13 that's quite a nice amount of a distortion on there, it's an acceptable amount.
02:19 A couple of other things I'm going to do, I'm going to also add a Starch tool to
02:23 the head. Now, you notice how his face gets
02:26 deformed as his head stretches up further, and the neck area as well.
02:30 You'll see that we're getting some pixelation here because we're deforming
02:34 it a little bit too much. If I add a point to the head, you'll
02:38 notice it makes the head nice and back to its original shape and size.
02:43 Now, we've also got it extending down here.
02:45 Let's remember the Extend setting from the boot.
02:48 I'm going to bring that back down a bit so it's the head and the shoulders.
02:51 And we'll bring the amount down a little bit as well so we're getting a little bit
02:54 of fluidity in there. And if I preview that, you'll see now the
02:58 head is no longer deformed, the boots are no longer deformed, but everything in
03:02 between is deformed. Now, another little thing I need to do
03:07 there, you'll notice this slightly Overlapping area happening every now and
03:11 then there. So I would also go in there, go back to
03:15 my Overlap tool and just adjust that Extend setting a little bit higher there
03:19 just to get rid of that. So, you jump between different tools
03:23 depending on what you want to do. If I want to go back to the Starch tool,
03:27 control how much of his head is being animated or deformed, I can choose that
03:30 tool, select the point, and then adjust the settings.
03:35 So, we'll have a little preview of that. And there we go, with a few clicks and a
03:40 few keyframes, I've created this rough animation of a dancing character.
03:46 Now obviously, you could spend a lot more time tweaking the keyframes, hand
03:50 adjusting it just to improve it a little bit more.
03:53 And my advice would be to use the Graph Editor on these keyframes, go in there,
03:57 make the adjustments you need to make, smooth out any movements that are unnecessary.
04:03 You'll see there I've got an extra keyframe, I could just delete that,
04:06 smooth the motion by doing that, just fine tuning the animation.
04:11 But there we go. The Puppet tool is a really good way of
04:14 creating some really quick, easy, fluid motion.
04:17 Now remember, you can always combine the Puppet tool with some of the other tools
04:21 we've looked at. So, you may want to animate the walk
04:24 cycle by animating the legs by hand, and you may want to combine that with the top
04:28 half of the body that's animated with the Puppet tool.
04:33 So, have a think about how you can combine these different techniques
04:37 together to create some really convincing and compelling character animation.
04:44
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6. Creating Stop-Frame-Style Animation
Animating paint strokes with the paintbrush
00:00 After Effects allows you to create a stop-frame style animation by painting on
00:04 layers with brushes. Now, here, I have my brush tool in the
00:07 control panel. So, we're going to select our brush tool and
00:11 start painting in After Effects. If you want to follow along, you can open
00:15 the stop-frame project from the stop-frame style folder.
00:20 And then, you can follow along with me. Now, when you select the brush tool, it
00:24 will open up the brushes and paint pallets here for you, so that you have
00:26 easy access to the tools that you'll need.
00:29 Now, if I click on the composition panel with the paintbrush, you'll notice
00:32 nothing happens. Because I don't actually have anything in
00:36 there and you can't paint on nothing. You need to create a layer.
00:39 So, we'll go to Layer, New, Solid, to create a new layer.
00:43 And we shall make it black solid. And make it the comp size by clicking on
00:47 the comp size button. If you need to change the color, just
00:51 click on the color swatch and choose black from there, and then click OK.
00:55 So, here we have our black solid layer. Now, you may think you can just start
00:59 painting, but watch what happens. If I try and click on here, it actually
01:03 reverts back to the selection tool and I just move my layer around.
01:07 So, I'm going to undo that and what I have to do if I want to paint on a layer
01:10 is open up the Layer panel. Now, with a solid layer, I just double
01:14 click on it and it will open up the Layer panel.
01:17 Now, when I'm painting, I quite like to create a new work space for it.
01:22 And what I'm going to do is I'm just going to close some of the other panels
01:25 while I'm painting. I don't really need the timeline open
01:28 while I'm painting. And I'm going to take the paint panel and
01:31 I'm going to move it up where the info panel is.
01:35 So, I've now got my brushes and my paint in close proximity to each other.
01:39 I can extend the Paint panel, so that I can see all of the settings as well.
01:45 And I'm just going to close the preview panel as well, cuz I don't really need
01:47 that open. So, I've got my brushes and my paint.
01:51 So, I'm just going to extend this a little bit.
01:53 Just so that I can see more brushes without having to scroll.
01:56 Okay, once I'm happy with that, I can save this work space.
01:59 So, we'll just make this a little bit bigger.
02:03 And we shall go to Fit Up to 100%. In fact, when you're painting, you best
02:08 paint at 100%. So, put that one 100% and we can just use
02:11 spacebar to move around if we need to see the bounds of the layer.
02:16 Okay, so we can save this as a workspace. So, I could call it Angie Paint, because
02:20 there's already a default paint in there. So, if I put in Angie Paint, I know
02:25 that's my version of the paint. Okay, so I'm ready to start painting.
02:29 I've got a nine-pixel soft round brush chosen and white is my foreground color,
02:33 and I'm just going to draw a little stick figure in here.
02:38 Just a little stick man. Okay, so we draw the head, the body, the
02:42 legs, very short arms and legs and the arms.
02:47 Okay and I'm using a brush stroke for each of those body parts.
02:52 And I'm now going to switch back to my animation mark space and you will see if
02:56 we have a look down in the timeline, let's just readjust that slightly, that
03:01 we have paint applied to the layer and we have these brush strokes on our layer.
03:09 And as I select each of the brush strokes, you may notice up here that it's
03:13 indicated by a gray line when it's selected.
03:17 What I'm going to do is take a minute to rename these.
03:19 So, this is the head. So, I'm going to select the brush one and
03:22 hit Return on the keyboard to make it active and type in head.
03:27 Brush two was the body, so hit Return, type in body.
03:30 Brush three, I think, was the right leg. Yep, so hit Return, right leg.
03:39 Brush four must have been the left leg. Brush five was the right arm.
03:48 And brush six must be the left arm. A simple process of elimination.
03:52 So now, we've got six brushes and what we're going to do is animate those brush strokes.
03:58 So, to animate the brush strokes, you need to select all of them, first of all.
04:02 So, just click on one, and then shift-click to the bottom.
04:06 Make sure that all selected. Then if we open up one, we should see a
04:09 path setting with a stop watch next to it.
04:12 Click on that for one of them and it will set keyframes for all of them.
04:16 Now, if you want to tidy up the timeline make it sort of a bit narrower.
04:19 If you hit the U key on the keyboard, that will close any of the other
04:22 properties that aren't being animated and just keep the animated properties open.
04:28 So, to create our animation, all we really need to do is move to a new point
04:31 in time. So, I'm going to move to 1 second.
04:35 Very important, deselect the layers, first of all.
04:38 And if you scroll down and just select the head layer.
04:42 Now, if you have a layer selected, if I have nothing selected and I draw another
04:46 paint stroke, it just draws a second paint stroke.
04:51 Okay? So, I'm going to undo that.
04:53 If instead, I select the head layer first, and then draw another paint
04:56 stroke, it replaces the old paint stroke with the new one and it animates in
05:00 between those two points. It's amazing.
05:04 Okay, so I'm just going to draw it a little bit bigger.
05:07 So, let's make it a little bit bigger. And then, I'm going to do the same with the body.
05:11 Select the body, and then redraw it into a new position.
05:17 And then, I'm going to select the right leg. I need to scroll down a little bit here.
05:22 And I'm going to swap that over to that side.
05:24 And the left leg will swap over to that side.
05:27 Okay, that foot's a bit big, but we're not going to worry too much about that.
05:31 The right arm will swap over to the position of the left arm and the left arm
05:34 will swap over to the position of the right arm.
05:38 Now, obviously, when you're doing this, you can take a little bit more time over it.
05:42 So, I'm going to just redo that one a little bit.
05:44 But I am just doing this very, very quickly, so you can see what's happening.
05:48 I'm not having to keep you around for hours to see me redraw it over and over again.
05:52 And you can see what happens, it animates between those two points.
05:55 Now, you'll notice that in between, you get this kind of squiggly, horrible kind
05:59 of mosh happening. So, what you can do, the head and body
06:02 are okay, but the legs and the arms really need redrawing at that point.
06:07 So, what I would do is move in between, and then just redraw those legs and arms.
06:13 So, the arm, I'm just going to do straight down.
06:15 And the other arm, straight down and the legs too.
06:19 So, if we do just the legs kind of a little bit straighter.
06:22 Okay, and the right leg. Okay, so we've got one step for walk there.
06:28 Now, there are various ways of making the walk longer.
06:32 I'm going to open this one here, 07 stop frame end, where I have a little
06:36 character that I've spent a little bit more time over making the walk loop.
06:43 So, that's a little bit about how you can use paint to create a looping walk cycle animation.
06:50 Now, the loop can be created by copying and pasting keyframes or there are other
06:55 methods that you can use to loop which we'll be having a look at a little bit later.
07:03
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Sequencing hand-drawn layers
00:02 In After Effects, just like any other application, there's more than one way to
00:05 approach a job. And sometimes it's not easy to know which
00:09 is the best approach. Now, as I always say, there's no right or
00:12 wrong way, but some ways are better than others in certain situations.
00:17 So, I'm going to run through all your options for sequencing layers in After Effects.
00:22 Now I'm going to just extend the timeline a big so you can see we have 13 layers
00:27 here of this little dog character. And it's a walk sequence and I want to
00:33 sequence those layers so that I can see them play back over time.
00:38 Now at the moment the clips are two seconds long, so if I'm to sequence this,
00:42 each frame of the animation is going to be two seconds long, which is too much
00:46 for me. I need each of these to be one frame long
00:50 each, if you get my drift. So if you've already brought the layers
00:54 in and you need to trim them. Best thing to do is just click on the
00:59 current time, and type in 1, which will take you to frame one.
01:03 Then select all of the files, and to trim them, hold the Alt key and hit the right
01:08 bracket tool, and that way you will trim them to one frame long.
01:13 So each of these now is one frame long. Now if I select them, and go to
01:18 animation, keyframe assistant I can choose to use the sequence layers key
01:22 frame assistant to automatically place them in sequence.
01:28 Now I'm not going to overlap them. I'm just going to click OK so that they sequence.
01:32 So we'll click OK and you'll see indeed they do play in sequence.
01:37 But if I preview that. You'll notice he's actually walking
01:40 backwards, which is not what I want. I want him walking forwards.
01:44 And that's because sequenced layers works in the order that you select them.
01:50 So if you want to make sure I'm selecting from 1 up to 13, I need to click on them
01:54 in that order, and then go to keyframe assistance, sequence layers.
01:59 And now, if I just trim my work area to the end, by hitting the End key on the keyboard.
02:07 If we preview that, you'll see that he's now walking forwards, which is much better.
02:13 Okay, but, if you're bringing these layers in, and you don't want to have to
02:18 go through the process of trimming in the timeline.
02:23 What you can do, is before you import them, go into the preferences which on
02:27 the Mac is in the After Effects menu. On the PC is in the Edit menu, and go to
02:32 the Import preferences. And in here, you can choose the length of
02:37 still footage when it's brought in. It defaults to the length of the comp.
02:43 So when I brought that footage in the comp was two seconds long.
02:47 I can override that. i can say bring in my frames at one frame each.
02:51 And I'm also going to, while I'm in there, change the sequence footage settings to
02:56 25 cause I'm in Europe so when I bring in an image sequence I want it to have 25
03:00 frames per second. Okay so that's ready to go.
03:06 And from now on, if I select files, so I'm just going to scroll down to the images folder.
03:12 Now if I select the images folder and then go to File > Import File, any files
03:16 that I import will go into that folder, so I want to go to the head shots folder,
03:19 which is inside the images folder. And I'm going to select all of these files.
03:26 So all of these Photoshop files should be selected.
03:29 And then click on Open. Now you'll notice, if I just make this
03:34 project panel a little bit bigger. You'll notice that all the files are selected.
03:40 And If I just bring them down to the comp.
03:43 And drop them into the comp. You'll notice that they're all one frame
03:47 long, okay? Or one frame in duration, rather.
03:50 Now, again, if I want to sequence them, I can go to animation keyframe assistant's
03:55 sequence layers. I'm not going to put overlap on.
03:59 Overlap is great if you want to create a fade from one layer to another.
04:04 I don't want to do that here so I'm going to click on okay.
04:08 And there we have if I move through page down one frame at a time you'll see that
04:13 I have a different file on each frame of my footage.
04:19 So you can also, if I drag those instead to the new comp from selection button.
04:26 I can create a new composition and I can actually override the default still
04:30 duration in here. So what I could do is I could I say, okay
04:34 I actually want them to be one second long so I'm going to type in 1 and then
04:37 period which is next to the zero key on the number pad.
04:42 And again I've got sequence layers on. Click OK.
04:45 And now, I have them lasting for one second each.
04:50 So lot's of different ways of controlling, how long your footage stays
04:54 on screen for. So that's a little bit about sequencing layers.
04:59 Of course you can bring the file in, as an image sequence.
05:04 If I go to File > Import File. So if I wanted to bring this in as a
05:08 sequence, because they're non alpha-numerically ordered, I would have
05:12 to click on this button here. If we go back to the Images folder, and
05:18 go into the Art board sequence folder. Cuz these are numbered alpha-numerically,
05:23 if I select one it should detect that it's a sequence and automatically put
05:27 this on. Sometimes it doesn't, so you need make
05:31 sure to do that if you need to. If I wanted to bring these in as a
05:35 sequence instead of bringing them in as an individual files then what I could do
05:39 is select one and force it to bring it in as a sequence.
05:44 Okay. And then once I click on OK, it will
05:49 import the files for me.
05:53
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7. Expressions and Scripting
Linking properties
00:00 So now we get to the really exciting bit where we learn about expressions and
00:04 scripting that can make animation, particularly character animation, a lot easier.
00:11 So you don't have to figure out things like angles and have to animate every
00:15 single body part individually. After Effects provide you with two
00:20 features, expressions and scripting that will help with these.
00:25 Now, If you want to follow along we're in the expression and scripting project
00:28 Which is in the expression and scripting folder.
00:32 Okay, so here I have a little character and I've done some animation in here, in
00:36 time with audio. What I've done is I've created markers in
00:40 time with the beats of the audio, just by hitting the asterrix key as I preview the
00:44 audio every time a beat happens. And then if I zoom in, you can see I
00:49 created a marker for each beat of the audio and I can jump between those
00:52 markers by hitting the j and k keys on the keyboard.
00:57 And now set up some animation to go in time with the markers and if we just
01:03 preview that you can see a little bit of that animation.
01:11 Okay so lets preview a small section. (music playing)
01:17 Okay. And what I've done is I've rotated the
01:20 body in time with the music and because I've set up a parenting structure where
01:24 nearly everything is attached to the body, when the body rotates everything
01:28 else follows. Now I'm going to show you how we can take
01:34 that initial rotation keyframing. And use it to control all the other layers.
01:40 So we only have one set of keyframes to worry about.
01:43 Now to do this I'm going to use expressions and those of you who are a bit nervous of
01:47 programming and scripting may be thinking oh no I'm never going to be able to learn that.
01:53 Well don't worry because I was exactly the same.
01:56 I'm a creative person I'm not mathematically gifted in any way.
02:01 And when I first saw expressions and After Effects I couldn't envisage myself
02:05 ever learning how to use them now, and if I can do it anyone can do it.
02:10 So don't worry about it being to complicated.
02:13 In fact here's how easy it is. If I want to get the left arm say,
02:18 animating in time with the body. Then what I do is I select the left arm
02:24 and then choose the property that I want to animate, in this case, rotation.
02:29 And there we go. That's what we want to get animating in
02:32 time with music. I select the property by clicking on the name.
02:37 And then I go to animation, add expression, okay.
02:40 And there's a small expression in the expression field at the moment.
02:45 I don't relaly want you to worry about that because After Effects will write the
02:49 expression for me. So at the moment don't worry about that.
02:53 Just go straight to this area here where you'll see some buttons.
02:56 And this button here is a pick whip button.
03:00 You may remember seeing the pick whip in parenting, when you looked at parenting.
03:04 The pick whip button for expressions can be used to link properties together and
03:08 this is how easy it is for me to take the rotation from here to here.
03:13 All I need to do is click and drag that pick whip and pick up the rotation from there.
03:18 After Effects writes the expression for me.
03:20 And to activate I can either click on this grey area here or hit the Enter key
03:24 on the number pad not to the return key on the keyboard because the return key
03:28 will add another carriage return in there.
03:33 And once I've applied that and preview it, you'll see there's a small amount of
03:37 rotation happening to the arm. {MUSIC} Okay, I want a little bit more
03:42 animation, so the time comes for me to go in and edit the expression.
03:49 But it's very easy to do that so, even with no experience I can very easily
03:54 multiply the amount of Rotation say by 3 times just to give me more rotation and
03:58 this is how it's done. First of all, I'm going to explain what the
04:04 expression is saying, so that you can understand what I'm doing.
04:08 The expression is saying, take the rotation of this value from this comp,
04:12 which means this composition layer body which is the body layer.
04:16 Tranform property group, and if close and open that you'll see transfrom porperty
04:21 group rotation value. So it's like giving it an address to take
04:25 it from. And that represtent the value that we
04:28 have now. So the values match.
04:30 Basically when this one is 2.1, that one is 2.1.
04:33 If that one's 6.8, that one's 6.8. So they just follow each other.
04:38 But if I go to the end of the expression and make it editable, I can type in
04:43 asterisk 3, and that's going to take the value that's provided from that and
04:47 multiply it by 3. And if we click away from the expression
04:54 and preview it again, you'll see I've got three times as much rotation.
04:58 (music playing) Now I can continue adding, subtracting, multiplying and dividing,
05:03 there are other ways of creating values, but we're going to stick with this just now.
05:11 So, if I want to maybe. Bring it up a little bit I could add, you
05:16 know, a value and degrees to that, so I could put plus 20 and that will move it
05:22 round by 20 degrees. So basically we've got the same rotation
05:28 value as this multiplied by three and then 20 added to it.
05:33 Okay, and I can continue doing that. I could go to my left fore arm now, open
05:42 up pitch rotation value and the keyboard shortcut for writing an expression is
05:48 hold down the alt key and click on the stop watch.
05:55 And then I just drag the pick whip to this one, the left arm rotation, and if
06:01 we activate that, we'll see that that arm's moving as well, okay?
06:09 So the forearm and the upper arm are moving together.
06:14 (music playing) Now, what if I want to get the right arm moving as well?
06:20 Let's open up the right arm. So we'll leave the left arm's rotation
06:26 value open. We'll open up the right arm, if I can
06:29 find it down here. And again, Alt-click on the stopwatch,
06:33 hold down Alt, click on the spotlight, drag the pic wick up to the left arm and
06:38 preview it. So, now I've got both arms moving in time
06:42 with the audio. But what if I want this one to move in
06:46 the opposite direction? Well, there's aMUSIC little trick there
06:51 as well, which I'm going to share with you. If I click to the end of the expression
06:56 and multiplying by minus one, I will get the opposite result and now you'll see
07:00 that the arm is moving in the opposite direction to the other one, which gives
07:03 me a much nicer effect. Now while I'm in there, I'm also going to
07:09 go to the hips, and put an opposite rotation as to the one that's happening
07:13 to the body. And that will make the legs stay still,
07:17 because the legs are pinned to the hips. So lets alt-click on the stopwatch for rotation.
07:24 Drag the pickwhip down to the body rotation value, and then multiply it by
07:30 minus one, hit enter, and now we have still legs, while the rest of the body animates.
07:39 (music playing) Now before we look at the whole thing I've also added some expressions to
07:46 the other layers which you can turn on. If I select all the layers and double hit
07:53 e on the keyboard you'll see I've already added some other expressions.
07:58 Now, to switch them on, you click on the enable expression button for each of the layers.
08:06 So we'll scroll down, switch those on, and then preview our final animation.
08:13 Now, the nice thing about this is, if we preview a little bit.
08:18 (music playing). If we want to speed up or slow down the animation.
08:22 Let's just zoom in a bit there. All I need to do is go back to the
08:26 original keyframes, so that select all, hit r on the keyboard for rotation and
08:30 just adjust the timing of those key frames, and then all of the other layers
08:35 will update. So really fantastic, quick way of
08:41 animating by linking properties together using expressions.
08:48
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Using the linear and ease expressions
00:00 Okay. What I'm going to do now is share an
00:02 expression with you that I use a lot. And it converts one range of values to
00:06 another, making it easier to create links between layers without having to do
00:10 mathematical calculations to figure out how much you need to change something by,
00:15 in order to get it to work. Now, you'll see what that means as we
00:21 start to move through the exercise. And if you want to follow along with it,
00:26 you can open up expressions and scripting project from the expressions and
00:30 scripting folder. Now, here, we have my dancer.
00:34 And I've done some animation of this dancer, but what I want to do now is I
00:38 want to get the legs also animating. And I'm going to turn off the audio just
00:43 now, just while we preview it. So let's just do a quick run preview.
00:49 So, we've got her body animating. And basically, the way that I've animated
00:54 is by creating expressions to link the body parts together.
00:59 And if I hit the Shy button, you'll see here are all the body parts.
01:03 They're all linked together using a parenting structure.
01:06 So, for example the left shin, rather is connected to the left thigh and the left
01:11 thigh is connected to the hips. The lower arm is connected to the upper
01:16 arm and the upper arm to the body. So that, when I move one of the files, in
01:20 this case, the body layer, all the other files are connected using expressions.
01:26 Now, I've done Math to kind of convert values at the moment.
01:30 But that relies on me, having to work out how many times do I need to multiply by,
01:34 this by to get the value that I want. So, I want to do an answer way of dong it.
01:40 So, I'm going to show you a much easier way.
01:42 Now, with these showing, if you can't see those layers, you click on the Shy button
01:47 to toggle them on and off. And while they're on, what I want you to
01:52 do is click on the Body Layers Shy button which is this one here, just to release
01:56 it from being shy. And when you click the Shy button, you
02:02 should see the body layer and the thigh layers and the shin layers.
02:07 And what we're going to do is use the body layer keyframes to control the rotation
02:11 values of these. So, I want to select this, hit R on the
02:15 keyboard for rotation to open up those values.
02:19 Okay. So, what I'm going to do is start with
02:21 the right thigh layer. I'm actually close these layers because
02:24 it just makes it a bit easier for you to see what's happening.
02:27 And I'm going to all click on stopwatch to create a basic expression.
02:31 And then, I'm going to use to take the value from the rotation value of
02:36 the body. Now, if I preview that, you'll see what's happening.
02:42 I'm getting a little bit of rotation in the leg.
02:46 But there's two problems. One, it's not rotating enough, and two,
02:49 it's rotating between here and here. Really, I want it to rotate between, say,
02:54 here and here. So, going around that way.
02:57 So, instead of having to work out, well, what angle it's at, how many times do I
03:01 have to multiply it to get that value? What I can do is use an expression called
03:06 the linear expression. Now, the first thing I want to do is
03:09 setup what's called a variable here. And I'm just going to make that a little bit smaller.
03:14 So, we've got a bit more space. So, I'm going to edit this expression.
03:17 And a variable, basically, is short hand for your expressed value.
03:22 So, if I say, A equals this expression, then it means that when I continue to
03:26 write a second line of my expression, if I want to refer to this value, I just
03:30 need to type in the letter A. So now, I can add a semicolon and add a
03:36 new line to the expression. And I'm going to use the Expression Language
03:40 menu to go up to the Interpolation Setting and choose the second linear that
03:44 has four values in parentheses. Okay.
03:48 So, it says linear, which is the expression, and then in parentheses are
03:52 these four values. What you need to do is replace these
03:56 values with what it's asking you for there.
03:59 So, T is the value at the current time and I need to replace that with whatever
04:03 the value is at the moment. And that's represented by our variable,
04:08 the letter A. So, I'm going to type that in.
04:11 And then, I need to find out what my minimum and maximum values are.
04:14 And here's a little tip on how to do that.
04:17 Now, if I click away from the Expression at the moment, I'm going to get an error
04:21 because I haven't replaced these values yet.
04:24 But if you get that error when you click away, just click OK, and it leaves the
04:28 expression switched off while we go and get the information we need.
04:32 What you need to do is you need to select the rotation value down here in the timeline.
04:38 And if you select that rotation value and then go to the graph editor and then
04:41 click on the graph, it will tell you up here, the current minimal and maximum
04:45 value for that graph. And I'm very proud to say that it was me
04:51 that asked for that feature and it's really nice to see something that you
04:54 asked for in there. The reason I asked for it is because I
04:59 often need to see the minimum and maximum value.
05:03 And at one time that wasn't listed in here, it was listed down in the timeline.
05:08 When they introduced the graph editor, that was removed, so I asked if they
05:13 could put it into the info palette. So, we can see that we're working with a
05:18 minimum value for this whole duration of minus 999 or minus 10.
05:24 We'll round it up. And the maximum value it get to is 5.85.
05:30 Now, you could guess the values by looking at the graph.
05:32 But this makes it more precise. So, we'll say it's between minus 10 and 6.
05:36 So, we can come out of the graph editor and go back in here and start editing.
05:42 So, my minimum value is minus 10 degrees and my maximum value, TMax is 6 degrees.
05:49 And then, we need to say, for value one and value two, what we want the rotation
05:55 values to be. So, I want it to be, maybe a value of 0
05:59 for minimum. So, it's not going to move from here.
06:03 And then, a maximum value of, let's say, 30 degrees.
06:08 So now, instead of moving between minus 10 and 6 degrees, it's going to move between
06:13 0 and 30 degrees. Now, if I click away from the Expression
06:18 and it automatically activates it and if we preview that, you'll see we have it
06:23 going between 0 and 30 degrees. Okay, now, I've made an obvious mistake there.
06:31 It should be 0 and minus 30 because I want it going in the opposite direction.
06:36 So, easy to change that. I just go in and change the 30 to the
06:40 minus 30. And now, we have her leg moving in the
06:44 correct direction. Okay, so I got the leg moving.
06:48 And then, it's a simple case of connecting up the other legs and if you
06:53 open up all three final dancer too, here's one that I have completed.
06:59 So, let me just preview that for you. So, there you see here legs starting to move.
07:04 And what I've done there is I linked the shin to be the opposite rotation of the
07:11 upper leg and that creates that effect of her bending her knees.
07:19 So, we'll have a look at those expressions.
07:24 (music playing) Okay, so if we just make the timeline a bit bigger, and I'm just going to
07:30 select these and double hit E on the keyboard, you can see the expressions
07:37 that have been written. Now, you'll notice that some of these
07:44 instead of saying linear, say ease, and that's because I've used different
07:48 expression to create different movements. Now, linear will give you a very rigid
07:54 kind of movement, whereas ease will give you a much smoother movement.
07:58 So, depending on which part of the body I wanted to move and what kind of movement
08:02 I wanted, I used linear or ease. And you can have a look through that,
08:07 break it down and see how the whole thing was constructed.
08:13
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Applying loop expressions
00:02 Now, there's an expression that's really useful to every animator in nearly every
00:06 situation called the Loop Expression. And that's what we're going to have a
00:10 look at here. If you want to follow along, you can open
00:13 up the Expressions and Scripting Project, and that's in the Expressions and
00:16 Scripting folder. Now, we're going to start with this one
00:20 here, 058 dog walk cycle. And I'm going to open that, and you'll
00:25 see that I have this layer in here. And if I preview that, you'll notice I
00:30 have a dog walk cycle, but it only lasts for a few frames.
00:34 If we have a, step through frame by frame, you'll see we've got a few frames
00:38 of it, and then it stops. Now, what I want to do is I want to loop
00:43 this so that he continues walking, okay? And this is a composition, a nested composition.
00:49 If it was a piece of footage, or a sequence, I could loop it by going into
00:53 the Interpret Footage dialog box, and choosing Looping Options in there.
00:58 But this is a nested comp. If I double-click it, you'll see all it
01:01 is is a series of frames stacked on top of each other.
01:05 So, how do I loop it? Well, I've applied Time Remapping to this.
01:09 And I apply Time Remapping, going to Layer > Time > Enable Time Remapping.
01:14 And we'll have a look more at Time Remapping a little later.
01:18 And basically, what time remapping has done is it's added keyframes for the
01:23 active frames of my animation. So basically, that's going from the
01:28 beginning to the end of the animation. Now, when you first apply Time Remapping,
01:33 it will be trimmed up like this. So, I've just trimmed out the end to
01:37 continue all the way to the end. Now, the last frame is black so I don't
01:41 really want that frame included. So, the key to making this work is move
01:45 one frame back from the last keyframe, zoom in to the timeline, and add a
01:49 keyframe there. So, if you want to add a keyframe of the
01:54 existing time, you click on the Add or Remove Keyframe at Current Time button.
02:00 And then, if we delete this keyframe, the black one, we'll now hold on that frame
02:04 all the way to the end. So basically, what we've got is we've got
02:08 the moving frames between here and here, and then we've got static frame all the
02:12 way to there. So basically, what we want to do is we
02:16 want to repeat the values between these two frames over and over again to create
02:21 a walk cycle. And to do that, I'm going to Alt click on
02:25 Stop Watch and I'm going to add the loop expression, which is in the Property menu.
02:31 So if we choose Loop Out, Type Cycle, okay?
02:35 Now, there's an extra thing in there called Num Keyframes.
02:38 We don't need that so I'm going to delete the comma and the num keyframes equals
02:42 zero, and basically we've done it. If I preview that, basically what it's
02:47 doing is it's looping that section over and over again using a cycle loop.
02:52 And a cycle loop just keeps going forwards.
02:55 Now, you'll notice there's another black frame in there.
02:58 If we go back to the beginning, you'll notice there was a black frame at the beginning.
03:03 So again, step forward by one frame, zoom in, add a keyframe there, and then remove
03:08 that last keyframe at the beginning. And now, we should have a perfect looping
03:14 dog walk with no black frames in between. Okay, and if we have a look at that
03:20 property graph by clicking the Graph button for the expression and the Graph
03:24 Editor, we can see what cycle it does. It just keeps going forwards, keeps going forwards.
03:32 Okay, so that's a cycle loop allowing us to loop an animation forever, basically.
03:39 So, the second loop expression we're going to have a look at is Ping Pong.
03:42 So, I want you to open up 05B Stick Man Ping Pong.
03:46 And in here, we have a layer which is basically doing half a walk cycle.
03:51 So, in order to make him walk, I'm going to have to go forwards, backwards,
03:54 forwards, backwards as opposed to the last one, which just wanted to keep going forwards.
04:00 Now, I've applied Time Remapping and I'm going to stretch the layer out to fill
04:04 the whole gyration, and then I can add an expression to the Time Remap property.
04:10 And again, click on my Expression Language, choose Property > Loop Out.
04:15 And this time, I'm going to edit it and instead of cycle, we're going to type
04:19 Ping Pong, and the Ping Pong loop will go forwards, backwards, forwards, backwards,
04:24 and it should create the effect we want for this walk cycle.
04:31 And if I preview that, see, we now have our character walking forwards,
04:35 backwards, forwards, backwards. Again, if you get the black frame in
04:40 there, you just need to go to your last frame, zoom in, move one frame before,
04:44 add the keyframe there, and then just delete that black keyframe.
04:49 And now, we should have our character walking for as long as we want, going
04:53 backwards, forwards, backwards, forwards. And let's have a look at the Expression Graph.
05:00 And if I zoom out, you'll see basically, it's moving forwards, backwards, forwards
05:05 to create that kind of loop, which is a ping pong loop.
05:10 Now, the third and final looping expression.
05:13 If you open up 05C Stick Man Continue, is the continue expression.
05:18 Now, here we have a character getting bigger over time.
05:22 And what I want to do is make him walk across the screen.
05:25 So, what I'm going to do is use motion sketch.
05:27 I'm going to click on the character. I'm going to get my pen and my Wacom
05:30 tablet because that's the best thing to use for capturing motion and applying it
05:34 to your characters. Click on the Start Capture button, and
05:38 now all the movement that I make with my pen on my tablet will be captured and
05:41 applied to the character. But sometimes, you'll find that you
05:45 accidentally let go at one point, or something goes wrong with it, and I'm
05:49 going to show you how the loop expression can help with that.
05:53 So, here we go. He's walking towards the screen.
05:55 And then, I run out of time or I run out of space on my Wacom tablet.
06:01 And I've got a nice movement. But as I said, I ran out of time.
06:07 So, what do I do? Well, I could capture the whole thing again.
06:11 Or if I just want him to continue walking in that direction at the same speed, and
06:15 what I can do is apply the continue loop expression.
06:19 So, Alt click on the Stopwatch, go down to the Property section of the Expression
06:24 Language menu, and loop out again. And this time, what we're going to do is
06:30 type in, continue. Okay, so make sure I spell it correctly, continue.
06:36 Spelling is not by big strong point. And then, delete the text that we don't need.
06:42 And now, if we preview that, we should see he walks along, and then he continues
06:47 moving at the same speed in the same direction until he goes off screen.
06:55 So, if you've done a motion path and it's slightly short and you just want to keep
06:59 someone going at the same speed, then you can use continue expression to do that.
07:04 Okay, so if we have to look at the end composition, here we see it again.
07:10 Okay, I have't quite got my timing right by that one, but you get the idea of how
07:15 that works. So, those are the three looping
07:21 expressions, cycle, ping pong, and continue.
07:27
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Using audio to control animation
00:02 Okay, so we're going to have a look at how you can use an audio file to create
00:05 animation for you. And we're in the Expressions and
00:09 Scripting project, which is in the Expressions and Scripting folder.
00:14 If you want to follow along, you can open that and open 04 using Audio Composition.
00:20 And in here, I have my little character, and you'll see that I've created some
00:24 animation of him hammering. Now, I've only done a very short piece of
00:28 animation, okay? And I'm looping that over and over again
00:32 if I extend the work area. So, you can see the whole thing.
00:37 You'll see I've only done a couple of taps of the hammer.
00:40 So, what I'm going to do is go into the right arm comp where the animation is
00:44 taking place. So, double-click the right arm comp, and
00:48 in there you can see the animation. Now, instead of using painstaking
00:52 keyframe techniques, what I want to do, I'm going to trim the work area back to
00:57 there actually, is remove those keyframes.
01:01 And instead, what I'm going to do is use an Audio layer.
01:05 This is how it works. Go over to the Project panel and open up
01:08 the Audio folder. And in there, you should see a couple
01:12 files called Hammer. Now, one of them's an AIFF file and one
01:16 of them's a WAV file. I've put both in there just in case you
01:20 need one over the other. Perhaps on some systems, AIFF won't work,
01:24 or perhaps on others WAV won't work. So, I've put two alternatives in there so
01:29 that you have a choice. I'm going to pull that a file into my
01:33 project and place it the bottom. And if we go back to the beginning and
01:39 just run preview that you'll see that I have the sound of tapping.
01:45 And I'm just going to extend the work here to encompass that and preview again.
01:52 Okay, I've literally just recorded this by (SOUND) tapping the table.
01:56 And what I'm going to do is use that to control the rotation of his arm.
02:01 So I select the Audio layer and go to Animation > keyframe Assistant > Convert
02:06 Audio to Keyframes, and that will convert the audio to keyframes.
02:13 And it creates a null object. And if I hit U with that selected, you'll
02:16 see it creates keyframes for the left channel and the right channel, because
02:20 it's stereo, and also both channels. Now, we don't need the left channel and
02:25 right channel. So, I'm going to select Left Channel, and
02:27 hit Backspace to delete it. And then select the Right Channel and hit
02:31 Backspace to delete that. So, I'm left with a value for both channels.
02:36 And if I go to the Graph Editor and select that value, you can see if I
02:41 preview that, the taps of the hammer represented by this graph.
02:48 Now, I want this to control my rotation. So, how do I do that?
02:52 Well, let's come out of the Graph Editor and let's add an expression.
02:56 So, Alt-click on the right arm. Now, just very quickly going to check
03:01 that I've got the right one, yep, we've got the correct arm.
03:04 So, we're going to Alt-click on the stopwatch.
03:08 Drag the pick quip over to the slider value, so we're saying take the rotation
03:12 value from the slider value and it writes an expression for me doing that.
03:19 Say, clear rotation value from this comp layer audio amplitude, effect both
03:24 channels, slider value. And if we preview that, we should see the
03:29 arm is indeed moving. Now, the only thing is, it's moving in
03:34 the wrong direction and by the wrong amount.
03:38 So, what I'm going to do is use the linear expression to convert it.
03:43 We've done this already, so I'm going to go through it fairly quickly.
03:46 8 equals this comp blah, blah, blah, blah, blah expression.
03:51 A semicolon at the end, and then on the second line, I'm going to type in linear
03:55 open parenthesis. And then, I'm going to say A, now I need
04:00 to find out what those values are. So, I'm temporarily going to switch off
04:05 my Expression and then I'm going to select this property and go to the
04:09 Property Graph. And look in my info palette to find a
04:15 minimum value of 0.17, maximum value of 20.
04:20 So, I really want this to reverse, so I probably want a minimum value of zero and
04:24 a maximum value of maybe 30. Should we try that?
04:30 Okay. So, what we're going to do is go down to
04:31 our expression. So, it's zero and 20 we need to remember.
04:35 And I'm going to say, take values between zero, and 20 and convert them to values
04:42 between now. If I want to be precise, I would say 0.17
04:49 and 20.17. So, I get all the values and convert it
04:55 to values between zero and it should be a minus value.
05:00 So, let's say minus 30 close parenthesis. And if we preview that, you'll see now I
05:06 have the arm tapping. Now, if I switch on Motion Blur for those
05:10 layers, don't really need it for the Audio Amplitude layer.
05:17 And then, click on my mini flow chart. I can go back to this composition and
05:22 switch on Motion Blur in here. And hopefully, see a nice animation.
05:29 (SOUND) Okay, so you can use audio files to create animation for you, rather than
05:33 have to work that all out yourself. So, let's have a look at that once more.
05:38 (SOUND) Okay. So there we go, using audio to control
05:49 animation properties.
05:51
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Setting up control layers
00:00 'Kay when you're animating layers individually it can become quite tedious.
00:05 Now what I want you to do if you want follow along is open up expressions and
00:09 scripting projects from expressions and scripting folder.
00:13 And then open all eight all control layers composition and then there you'll
00:17 see my little fog figure. Now if I'm to start animating these body
00:22 parts, just by using the properties down in the time line, it can become quite tedious.
00:28 You'll see here I've set up a parenting structure, so that if I open up the
00:32 rotation of the upper arm, I can move the arm.
00:36 And then open up the rotation of the lower arm, and I can animate that
00:40 individually, okay. So the lower arm will follow the upper
00:45 arm but the upper arm can animate individually.
00:49 Similarly with the legs, if I animate the thigh, you'll see that moves and then I
00:53 can animate the shin, although the shin moves with the thigh it can still animate
00:58 independently from the thigh. And we can even animate the boot independently.
01:05 Okay now, the boots. Anchor points should actually be up here,
01:08 so let me just move that while I have a minute and you can also do that as well.
01:14 Just select the boot layers, choose the pan behind tool, and just move the anchor
01:18 points up here so when we rotate the boot, it rotates around the correct point.
01:24 Now you can see how fiddly that is. I'm having to scroll through lots of layers.
01:30 So one solution is to work with control layers which can control all the body parts.
01:35 So I'm going to go to Layer > New > Null Object, and we're going to call that control there.
01:41 So I'm going to hit Enter on the keyboard or Return other and type in control layer.
01:46 Okay, and then what I'm going to do is apply an effect to the control there and
01:50 it's one of the expression control effects.
01:54 And these are like empty interface items that you can attach to expressions to
01:58 help you control them. For example, I have an angle control
02:02 which I use to control rotation. So say for example we'll start with the
02:07 head, and open up the rotation value of he head, and basically what I want to is
02:10 link this rotation value to this effect. Now you'll notice when I select head
02:16 glare, the effect disappears from here. So when you're working with control
02:21 layers what you probably want to is just click on the lock here in the effect
02:25 control panel. So that when you select the other layers,
02:29 the effects remain here. What I'm going to do is I'm going to Alt
02:33 click on the rotation stop watch and I'm going to drag it up to the angle value of
02:38 the controller and now, when I adjust this control, it adjusts his head.
02:45 Now really I should rename these, so I should rename that head rotation.
02:52 Okay, now rename it by selecting the name and hitting return on the keyboard.
02:59 Now you'll notice that the expression updates when I do that.
03:02 Okay, so it's updated the expression with the new name, so no problem renaming
03:06 those after the fact. So I've now got something to control the
03:10 head rotation. What I want to do now is add another one,
03:14 so let's go to Effect and Angle Control should be here, cuz it was the last
03:17 effect used. This time I'll hit return.
03:22 And I'll call it upper arm one. Upper arm o one rotation.
03:28 Okay. And then I'm going to select upper arm o
03:33 one, alt click on the stopwatch. Drag this to the angle control.
03:41 And now I have a controller for the angle of that arm.
03:44 You can see how it works. So basically you adjust these until you
03:48 get them exactly where you want them. Now, as well as having rotations, you
03:53 have other affects as well. So if you're going to expression
03:57 controls, slider control I could use a slider, to control, maybe the, I don't
04:02 know, the position, of his stomach. Make it wobble up and down.
04:08 So we'll call this stomach, position, and we will take the position.
04:15 Now let's just go down and get the stomach, where is it.
04:21 Okay, so we're going to get the position value, and we're going to add an expression
04:27 to that, and we're going to link to the stomach position slider.
04:33 Okay, now you'll notice something weird happens when I do that.
04:38 Because the value is zero of the slider, when I type in zero.
04:42 Or when I attach it first of all, the position value for the x and y is going
04:46 to go to zero. Now you'll notice that if I pull that
04:50 down I can pull him back into the center of the comp again.
04:54 Now the only thing about that is it means that my wobble is going to affect the x and
04:57 the y axis and I don't really want that to happen.
05:01 So I am going to do is go down to this expression and edit it slightly.
05:07 So what we're going to do is we're going to say, A equals that expression.
05:14 So I am going to use A as my variable here and of course that's not going to work to
05:17 begin with but we don't need to worry about that.
05:21 The reason is because I've changed the variable from the word temp to a.
05:25 Now the x value we don't want to change we want that to remain as it was
05:30 originally which was 258 pixels so I'm going to type in 258.
05:35 And then on this side I'm going to take the slider value.
05:42 So that means the slighter value is only going to control this side.
05:46 Now I don't have to actually type all of that in by linking.
05:51 What I can do is just type in the letter a, which represents that value.
05:56 And now I have a slider that only controls the up and down values.
06:01 So if I want to, I can wiggle that. So let's have a look at that.
06:07 I can open up the stomach position value and add a wiggle effect to it.
06:13 Now, wiggle effect will randomize the value.
06:17 So, I'll type in wiggle, open parenthesis.
06:21 Now, we need to say how often do we want it to wiggle.
06:27 So let's say three times per second. Add in a comma.
06:31 And then say by how much do we want it to wiggle.
06:32 So, let's say 10 pixels close the parenthesis.
06:33 Nope, that's maybe a bit too much. So, wiggle 3 comma 10 and if I preview
06:39 that, you'll see we've now got a random wiggle value on position.
06:45 So, what I want you to do is play with these expressions.
06:50 And if you want to you can look at O8B control layers end as a reference.
06:56 And if we open up the control layer in here.
06:59 So let's hit E for effects, and then double-click the left leg to open it up,
07:03 and you'll see here we have control for the left leg, and we need to attach the
07:08 boot there. The right leg, okay, if you want to
07:13 attach the boot, all we have to do is just take the boots and attach them to
07:17 the shins, so boot one to shin one. Boot two to Shin two.
07:23 And now when we scrub that the boot should move with it.
07:27 And this is a really good way of creating a walk cycle so rather than have to go
07:31 down to the layers themselves, you can just use the control layers to create
07:35 controls for your puppet. Okay, and of course you can put things in
07:41 for scale and position and all those other values as well.
07:45 So that's a little bit about control layers.
07:51
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Scripts that aid in inverse kinematics
00:00 Now, I want to talk a little bit about inverse kinematics.
00:04 Inverse kinematics is a system where, in animation, you can move an object like a
00:09 hand, for example here, and the IK system, or inverse kinematics system,
00:14 will work out the rotation and angles of all the pieces in between, say, the
00:18 shoulder and the hand, so that you don't have to animate those individually.
00:27 Now you can do certain amounts of faking IK using the techniques we've had a look
00:32 at, where you use sliders and control errors and expressions.
00:37 And if you're an expressions genius, however, like Dan Ebberts is and Brian
00:42 Maffitt is, then you can write expressions that will completely create a
00:48 reliable inverse kinematic system. And indeed they've done that, and they've
00:54 very kindly provided it on the website here.
00:57 So, it's a combination of work between Brian Maffitt, who originally designed
01:01 the technique, and Dan Ebberts, who's used some of his fancy expressions to
01:04 improve it. Now you can go to MotionScript.com and
01:09 download those to apply to your layers. Now, another tool that I've discovered,
01:14 which is absolutely amazing, is this tool here.
01:17 And so, it's called DuDuF IK tools for After Effects and you can download it
01:21 free from this website. Now, I recommend if you download it that
01:26 you do donate a little bit or at least give some feedback because this guy
01:29 donates his software free and its good to support people that are creating software
01:34 just for the love of it rather than to make money.
01:39 So, once you download it, you can install it.
01:41 And this is how you install it. Basically, you have a folder that
01:44 contains the icons and the script GUI panels.
01:47 What you need to do is go into the After Effects CS5 folder on your hard drive,
01:52 and you need to take the contents of JUIC icons And place that into the script
01:57 folder, so you can place that directly in the scripts folder.
02:05 And then open up the script UI panels, and you need to drag this into the script
02:10 UI panels folder. Okay.
02:13 And once you've done that, if you then open up After Effects, you should be able
02:18 to access the controls that you want to access.
02:23 Now, it installs in the form of a panel, so it's very easy to operate.
02:29 And what I'm going to do is just open up a project, where we've taken advantage of this.
02:34 And I'm going to show you very quickly how to use this script.
02:41 Okay, so I want you to go to 09IK and double-click that to open it.
02:47 Now, this is the basic setup that you use for this.
02:51 Now once you've installed this script, you should see this appear down at the
02:56 bottom of the window panel. If you don't see that, you need to go to
03:01 your After Effects > Preferences, which on the Mac will be in the After Effects
03:04 menu, on PC it will be in the Edit menu and go to General.
03:09 And you need to make sure that this is selected, Allow Scripts to Write Files
03:13 and Access Network. And once you've clicked on that, you need
03:17 to actually restart After affects. So, if you haven't done that already,
03:22 restart After affects again, and then come back and join me.
03:27 Okay, so I'm presuming that you've now got that installed and you're ready to go.
03:32 So, you should see at the bottom of this window menu, Duik.jsx, and I'm going to open
03:37 that up. And you'll see it appears as a floating panel.
03:41 Now, it's quite a big panel, so I'm just going to make that a bit smaller.
03:46 And of course, it's like any other panel. I can drop it in beside the info panel here.
03:50 Now the first thing that you need to do is set up your layer structure.
03:54 And if we go down here, there's a really good tutorial online by a guy called, I
03:58 think it's Steven Amos, his name? His pseudonym is Famos.
04:04 Famos. And he's on Vimeo and has some really
04:07 great tutorials. In fact, they're on, if I remember
04:12 correctly, they are on DuDuf's website. So, if you go to Tutorials in there,
04:19 you'll see Famos' fantastic trading movies on DuDuf.
04:25 Okay. So, in After Effects, I'm going to go to my
04:29 Side panel Comp Workspace which I've set up.
04:33 You could take a minute to set up one like this if you want.
04:37 I find it really useful for character animation cuz it means that I can have
04:40 the timeline here and my character can still be fairly large over here.
04:46 So, what we've done already is set up a parenting structure the way we normally
04:51 would set it up. So, for example, the lower arm is
04:55 connected to the upper arm. The upper arm is connected to the body.
05:01 The body is connected to the hips. The boot is connected to the shin, which
05:05 is connected to the thigh, which is connected to the hips.
05:10 So, the usual painting structure that you would expect.
05:13 Once you've done that, then what you do is you select the body parts, for
05:17 example, the boot, and then with the panel open, which is this one here, and
05:21 this is the installed Duik.jsx Palette I'm opening again.
05:28 And I'm just going to drag it again into the info panel.
05:32 Now, because I reset my workspace, I've lost all the set up that I had earlier,
05:37 but there we go. And basically, with that selected, you
05:42 just click on Controller. And it will create a null for you, named
05:46 after boot one, and you just go through creating Controllers for the different
05:50 body parts. Now, I've done that already.
05:54 So, I am going to delete that and I'm going to hit the Shy button and show you my
05:57 Controllers that have already been created.
06:01 So, one each for the boots, one each for the lower arms.
06:05 If you've got hands, it would be the hands.
06:07 But I've only got upper arms and lower arms.
06:10 You can either create a three-way IK rig or a two-way IK rig and my arms have only
06:14 got two parts, upper and lower, whereas, the legs have got three.
06:19 They've got the boot, the shin and the upper leg.
06:22 Okay, you also creates ones for the hips, the body and the head.
06:26 And then, create a master controller which can be used to move the whole body
06:30 backwards and forwards, or indeed in any other way.
06:34 So, the next thing you need to do, is set up a parenting structure for these.
06:38 So, the head, the controller head, is connected to the controller body.
06:44 Okay. The body is connected to the master
06:46 controller, so whatever that moves, it follows, as are the boots.
06:52 The lower arms are connected to the body as well.
06:55 And this is how to set it up. Once you've set it up, it's a process of
07:00 creating the IK. And this is how you do it.
07:03 So, if I want to do it for one of the legs, for example.
07:07 Now, the moment, if I adjust that boot position value just to preview nothing is
07:12 happening at the moment, you'll see nothing happens, if I select boot 2 and
07:16 then I need to go in the order which they would go in the chain.
07:22 So, if he go to the boot, to the shin, to the thigh, and then to the Controller.
07:28 And this is how easy it is. I click on IK creation.
07:33 And now, if I bring up the position value of the boot, and adjust the boot, you'll
07:37 notice the leg bends correctly. So, it's absolutely amazing just being
07:43 able to do that. So, let's go down again, boot 1, shin 1,
07:49 and thigh 1, and boot 1, IK creation. And now we have boot 1 also being
07:57 controlled by the null. Okay?
08:00 And then we'll do the same for the hands. So, we'll select our lower arm 1, upper
08:07 arm 1 and lower arm 1 Controller, IK. And now, if I move the lower arm position
08:16 value, you'll see it controls either it works and bends.
08:24 And of course, you can use the control layer to control all of these as well.
08:28 Now, if you have a look at term IK end, you'll see the controllers are in full
08:33 action there. So, if I just open up the position values
08:37 of all of these. So, lets choose the body and we can start
08:42 to see what happens when we make adjustments to them.
08:46 So, if I adjust the body I can make him jump up and down like that quite easily.
08:52 So, let's do a little jump. So, I'll set a keyframe for position and
08:57 then let's move ahead a little bit in time and we'll just make him bend down a
09:03 little bit and then spring up in the air and then back down.
09:12 And as he comes back down his knees bend a little bit before he settles. Okay. Now, the timings probably completely
09:19 wrong on that, but there you get an idea of how easy it is to create something
09:21 like a jump, just with a few keyframes. Now it's a really cute set of expressions
09:23 and scripting. Really, really clever.
09:24 And I really recommend that you play with that cuz it will really help you.
09:26 And it's really good to support these plugin developers and software developers.
09:44 They're really pushing the software forward.
09:49
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8. Animating Using Time Remapping
Keyframing facial expressions
00:00 There's a couple of really simple techniques you can use for animation when
00:03 doing things like animating facial expressions.
00:07 Rather than have to animate all the different facial aspects, for example the
00:11 mouth, the eyes, etcetera. you can just create some preset shapes
00:15 for the facial expressions and then animate between them using time remapping.
00:21 Now, I've created a composition here that contains Image files of all the different
00:25 expressions that my character will have throughout the animation.
00:29 And I'll sequence them into a composition.
00:32 Now, if you want to follow along with this, this is in the Time Remapping
00:35 Project, which is in the Animating Using Time Remapping Folder.
00:40 And I'm in the 01 Facial Expressions Composition.
00:43 So, what I"m gong to do is just try and decide which facial expressions, first of
00:47 all, I want in which places. And you'll see that I've laid down some
00:52 markers here already. And I did that by listening to the audio
00:56 and laying down markers in time with the audio.
00:59 You see there, I can see the audio levels if I select the right arm comp.
01:04 And double hit the L-key on the keyboard. I can see where the facial expressions
01:08 need to happen. So basically, each time he hits the
01:11 hammer, I want his head to go up and down, like this.
01:15 And his eyes to close. Now, if we have a look at the nested comp
01:18 you'll see the eyes closed is at the beginning.
01:21 Then they're open. Then they're sideways.
01:23 So, how can we select those different facial expressions?
01:27 Well, we can do it using time remapping. So I'm going to select that composition and
01:32 go to layer, time, enable time remapping. Now time remapping allows me to move
01:37 forwards and backwards in time. So rather than scrubbing the time marker
01:41 to do that I scrub a value to do that. So baiscally, if I know I want this
01:46 expression to be like this at this point, I set a keyframe at that point.
01:51 If I move to the next facial expression, I also want them to be having that facial
01:55 expression at that point. Okay, here, I want them to be having the
02:00 closed eye facial expression again. So I'm going to scrub the timely mapping
02:04 value till I'm back to that facial expression.
02:07 And then here again, so I can either Scrub or Copy and Paste that last one.
02:12 So I know now that his eyes are going to be closed when the hammer hits.
02:15 But what about in between? Well, in between, I want him to have his
02:19 open eyes face, which is that one. So one way of doing it would be to move
02:24 the time marker there, create a keyframe at that point, and then just drag that to
02:28 where I want his face to be regular. And again, I want it to be like that
02:33 before the keyframe, so I'll just Copy and Paste it.
02:36 Okay. So now his eyes are closed here so I'll
02:39 just open them by removing that key frame.
02:42 And now as we move through, his eyes are open, then they go closed, then they open again.
02:47 And now you see they're gradually closing again.
02:50 I don't really want that to happen. Okay.
02:52 So, I'm going to correct another keyframe here.
02:54 Now, the alternative would be to Toggle Hold this keyframe.
02:58 And then it will hold on that value until it meets that next value, okay.
03:02 And then what we can do here is just Copy and Paste that first Toggle Held key
03:07 frame and then, again, Toggle Hold here. And then the last one.
03:13 Okay, so, now we have him closing his eyes, when the hammer hits.
03:17 Opening them again. Closing his eyes again, when the hammer hits.
03:20 Opening them again. Closing his eyes, when the hammer its.
03:23 Opening again and exactly the same there. Now, at this point, I want him to have a
03:27 sudden realization that something's happening.
03:30 So, at two seconds, what I'm going to do is move forwards in time till I get to
03:33 that expression. Now this time I don't want to toggle
03:37 hold, I want it to be a gradual change. So I'm going to change that, take off toggle
03:42 hold keyframe so that gradually changes from there to there.
03:46 Okay. So he starts to look around and sees that
03:48 somethings up. Again I want to take toggle hold off this
03:51 one as well because then a few frames later what I want him to do is for him to
03:54 put his eyes back where they were at the beginning.
03:59 Okay, so let's Set the end of the work area to there and let's Preview it.
04:04 Now, you'll notice that the time that his eyes are shut isn't really long enough
04:09 here because we don't have time to actually register it.
04:14 So I'm just going to make that a little bit longer.
04:18 Okay, increase the time when his eyes are shot.
04:24 And now we've got a much better effect. So sometimes just creating a few simple
04:33 keyframes of Time Remapping are much easier than actually going through the
04:36 process of actually animating the eyes, the eyebrows, the mouth, all separately.
04:41 Just create the facial expressions. Save them in the project and use Time
04:46 Remapping to animate between the facial expressions.
04:51
Collapse this transcript
Automatically lip-syncing to audio
00:00 Now, there's an easy way to lip-sync animation using time remapping and the
00:04 convert audio keyframe assistant. If you want to follow along with this,
00:10 open time remapping project from the animating using time remapping folder,
00:14 and open up O6A talking dog start. Now what I have here is a couple of
00:20 seconds of a dog talking. (music playing) And some audio in the background.
00:27 (music playing) Now the audio is from a friend of mine, Jason Levines, so thank you Jason
00:33 Levine for providing that music. What I've done with the music is, I've
00:40 stripped out the musical instruments from the audio, and I've done that using a
00:45 center channel extract tool, in an old copy of Edition that I had. (music playing) >> I don't need to know your Business.
00:53 >> So you'll see that the vocals go on for a long time, but the clip is only a
00:57 few seconds long, In fact, the animatable bit of it is only really, how long, two seconds.
01:05 Now, my idea was that if I move time backwards and forwards, It kind of looks
01:09 like the dog's talking. So, it's just opening and closing the
01:13 mouth by moving time backwards and forwards, and if I do it while I'm
01:17 talking, it kind of looks like the dog's saying what I'm saying.
01:21 Okay, so that was my idea. So, I applied time remapping to the
01:24 layer, and of course, that creates two keyframes, a beginning keyframe and an
01:28 end keyframe. And it also allows me to stretch the
01:32 layer out, for the whole duration of the comp, which is what I did.
01:36 Now if I pull the keyframe to the end, we now stretch that animation to last
01:39 (music playing) for the whole duration of the comp.
01:43 So we've (music playing) basically just slowed down the animation (music playing)
01:46 Now, what I want to do is I want to get the audio levels, which I'm going to
01:50 reveal by double hitting the L key, to control the time remap value.
01:55 So again, I'm going to go to Animation, Keyframe assistant, Convert audio to keyframes.
02:00 I'm going to open the keyframes by hitting the U key on the keyboard, and
02:04 then deleting the left channel and right channel effects, so that I'm only using
02:08 the both channels effect. I'm going to Alt Click on the stopwatch
02:13 for time remapping, and drag the Pic Quip over to the slider value, so that we're
02:17 taking the time remap value from the slider value.
02:21 And we can tell that's happening, cause if we read the expression it's saying,
02:25 take the time remap value of this layer from this comp, which means this
02:29 composition, Layer Audio Amplitude, which is the audio amplitude layer, Affect Both
02:34 Channels, both channels, slider value, slider value.
02:39 So, that's all it's doing, it's taking the value from there.
02:43 Now if we preview that, you'll see something's happeningSOUND that's not
02:47 quite right. >> (music playing).
02:50 To know your. >> And that's because the range of
02:52 values is wrong. So what we're going to do is we're going to
02:56 use the ease expression to take 1 range of values, and convert them to another.
03:01 So I'm going to say a equals that value. So a now becomes a variable to represent
03:05 this value, and I'm going to add a semicolon at the end, and add a new line to the expression.
03:11 And I'm going to type in and I'm going to type in Ease, as in ease in and ease out.
03:16 Then I'm going to open parentheses, and I need to enter values now, but I don't
03:20 know what the values are yet. So I'm going to disable the expression and
03:24 use my old technique of selecting the keyframes in the graph editor, and going
03:29 to the Info palette to find out what my minimum and maximum values are.
03:34 So, what I need to put in here, is 0 and 15.
03:38 They're my minimum and maximum values, currently.
03:41 So, first of all, I put the letter a to represent my current value, which at the
03:46 moment is at 12. Then I'm going to say what my minimum and
03:50 maximum value in the range is, and at the moment it's between 0 and 15.
03:55 And then I'm going to say well, I want to take keyframes between, say 0 and 1
03:59 second, because remember his mouth only opened and closed between 0 and 2 seconds.
04:06 So I think 0 and 1 second is probably going to be enough.
04:10 And that will sample frames from the first one second of the talking dog
04:14 animation, which means that when I set a value of 15 it will put the time remap
04:18 value to one second to round about there. When the values at zero, it will go back
04:25 to zero, so in fact your just opening and closing his mouth in time with the audio settings.
04:30 And if we have a quick preview of that, we should see him talking.
04:34 >> I don't need, to know your business. I'm not interested in you, bringing me down.
04:46 (CROSSTALK) And we could have him singing for as long as we want, using that technique.
04:55 We've only have to render a few frames of 3D animation and we have him singing for ever.
05:03 Okay, now if I open the O6B talking dog end, I've actually switched on the
05:07 instruments again and I've also added some other things to the mix.
05:14 I've done a bit of smoothing on the expression, so I've just refined the
05:18 expression a little bit and decided that I only needed to take values between 7
05:23 and 13 and go between 0 and 0.9. Now I did that just through trial and
05:29 error, really. And if we have a look at the keyframes,
05:32 I'll smooth them out by making them continuous Bezier keyframes.
05:37 And we'll just preview that before we finish.
05:40 (MUSICMUSIC) >> I don't need, to know your,
05:43 business, I'm not interested, in you, bringing me down.
05:48 Okay, now, the other thing that I've added there, is frame blending.
05:53 And frame blending, if you watch as we preview it, it gives us that nice little
05:59 blended effect, as the mouth is opening and closing.
06:05 (music playing) It kind of looks like a bit of a realistic Motion blur
06:10 (music playing)
06:12 >> I don't need, to know your business, I'm not, interested, in you, bringing me
06:20 down, do I, wouldn't I, phone booth, mean't for talking da da da da da.
06:30 >> So, thank you for that wonderful performance Jason Levine, and thank you
06:36 Mr talking dog. So, timely mapping allows you to do lots
06:42 of clever little techniques. So, just try practicing and playing with
06:48 timely mapping, and I'm sure you'll come up with some of your own unique
06:54 techniques too.
06:57
Collapse this transcript
9. Output Options
Exporting files for Flash
00:00 Okay, so we're almost there, ready to output our animation.
00:05 Now, what I've done here is I've placed my little character inside the TV.
00:11 And the idea is, he's John Logie Baird, he's making repairs to the TV.
00:16 And his tilt wheel, which is notoriously wobbly, is starting to retain, is about
00:21 to fall off. Now, this was for a kids TV series.
00:25 And the idea was that, this would explode and then take you through to the second
00:29 part of the TV program. So, what I wanted to do was to render out
00:33 with an alpha channel and put some other effects on in the background, an
00:37 explosion and fire, and such like. So, I applied some more effects to it,
00:42 and then output it. And I'll show you the final movie in a second.
00:45 But what I want to do here is show you how your choices for output basically.
00:49 So, if you wanted to output as, for Flash for example, you wanted to continue
00:53 working at Flash. Well, it's all vector-based so that's
00:57 perfectly possible. Now, if you want to follow along, we're
01:00 on Output Project which is in Output Options.
01:03 And if you want to output this for Flash, the best option to use is to go to
01:07 the File menu, Export, and you can either choose Flash Player, which will create a swift.
01:13 But if you want to go to Flash and do an Exchange file so that you can actually
01:17 open this as a layered document in flash, choose Adobe Flash Professional XFL.
01:23 And if you do that, it will give you a few choices.
01:26 So, at the moment, everything that we've done is supported for Flash.
01:30 We haven't added any motion blur yet, so it's vector-based files, so it should be
01:34 vector-based when it goes into Flash. However, if you were to add some motion
01:39 blur, for example. So, if I was to switch on Motion Blur,
01:43 and that was to apply the motion blur from the nested comps, then when you go
01:46 to Export and Choose Flash as an output option, it will rasterize any of the
01:50 layers that have motion blur. Or have effects that are not supported
01:56 and it will rasterize to everyone, to either a PNG sequence or FLV, and you can
02:00 choose your format options in here to decide on the quality.
02:05 If you don't, then it will open in Flash as layers, and you'll see down here that
02:09 tells you this it export will allow you to recreate a composition in Flash.
02:15 Layers with supported file types and properties will be handled natively in Flash.
02:20 Layers with unsupported properties will be rendered based on the settings above.
02:23 So, I click on OK, and we'll just save that into the Movies folder.
02:28 And that's just going to take a little bit of time to render, and then we can
02:32 have a look at how that looks in Flash. Okay, so here's the file open in Flash.
02:39 We've just opened the XFL file in Flash, and you can see that my layers have been
02:44 brought into Flash so that I can add interactivity or do anything else that I
02:49 want to do whilst in Flash. So, great interaction between After
02:57 Effects and Flash.
02:59
Collapse this transcript
Making movies via the render queue
00:01 Okay so, the time has come for me to render out this movie.
00:06 And maybe I want to render out some test movies for a client, so that they can
00:08 have a look at it before I finish it off. Or maybe I want to archive some of it or
00:14 output it for an iPod or to have on my website.
00:19 Well, the render queue is usually powerful cause it allows you to output
00:22 for multiple purposes. So, all I need to do is go to Make Movie
00:25 and that adds it to the Render Queue. Now for the render settings, I'm going to
00:29 choose best settings. I do advise setting up various templates
00:32 but there are lots of templates already in here that I can use and best settings
00:36 is fine for me for now. But when it comes to our output module
00:41 settings, it's more important that you start to build up your own custom
00:44 settings in here, and it's so easy to do that.
00:48 So, what we're going to do is create a preset for PNG with alpha, so that I
00:52 could output this as a PNG sequence with a supported alpha channel.
00:57 So, we'll go to our Output Module and we'll say Make Template and we'll call it
01:01 PNG Alpha. Okay?
01:03 So, go to Edit. And in this dialog box, first of all, we
01:07 want to choose the format. So, I'm going to choose PNG Sequence.
01:12 And here, I'm going to choose to output RGB and Alpha.
01:16 So, that's going to support the Alpha channel as well.
01:19 Now, you have PNG options. So, if you want to, you can interlace
01:23 compression, add into using the PNG. I'm going to leave compression switched off
01:29 and I'm going to click OK. So that's now my PNG preset.
01:33 I could also add a new preset. So, let's add another one which is a
01:37 QuickTime, but let's not add a Quicktime. Let's add an iPod setting cuz it doesn't
01:41 want it in there. So, H264 is what we need for iPod.
01:46 And we go to Format options and in the Multiplex settings, we're going to choose iPod.
01:52 I'm going to click OK and then I'm going to say OK again.
01:55 I'm going to put audio with this one as well.
01:58 And now I'm going to type in iPod and that's going to be my new setting.
02:03 Once I click okay, if I come out here, you'll see that now PNG with Alpha and
02:07 iPod both appear in this list. So, I'm going to output one PNG and I can
02:12 also choose to name it by Comp and Output Module, which we'll put that in the title.
02:19 Best if I create a folder, if I'm going to be creating a sequence.
02:24 So, let's call it, JLB sequence, and save it in there.
02:28 And then, if I want to add another one, I don't need to create another movie, all I
02:32 need to do is just go to Composition > Add Output Module.
02:36 And instead of creating another movie item in the render queue, that's just
02:39 going to render it twice. So, it's just basically rendering the
02:43 pixels once and formatting it twice rather.
02:46 So, the pixels are only rendered once, but the movie is formatted twice.
02:50 And this, time I'm going to choose iPod for that one.
02:53 Again, I'll change my Output Module to reflect the Comp and the Output Module name.
02:58 And all I need to do now is click Render and it's going to render one copy with the
03:01 alpha channel, which I can then composite on other footage, and the other copy will
03:05 be for the iPod. You'll see that it renders very, very
03:10 quickly and then formats twice. Now, you'll notice it doesn't go through
03:15 the whole render process twice. It renders once and then it just
03:18 doesSOUND two formats and we have the joyous sound of After Effects finishing rendering.
03:24 Now, I'm just going to open up the finished movies to show you these.
03:27 So, here we have my final JLB movie and what I am going to do rather than show you
03:31 an After Effects is just say Reveal in Finder, which is going to allow me to open
03:36 it up in the QuickTime player and just play that for you.
03:43 (sound playing) Okay.
03:44 And you can watch that movie yourself. It's on the disk in the Movies folder.
03:49 I have also got another one here, the dancers that we worked on earlier.
03:55 Again I am going to say reveal in finder. Double-click it to open it up in QuickTime.
03:58 Okay. So, there we have our dancers dancing
04:03 away in a lovely disco scene. So, I hope you've had lots of tips and
04:09 tricks that will help you with your animation.
04:13 Your animation may be completely different style from my animation, but I
04:16 hope that there's some tips and tricks in there that will really help you make the
04:19 most of your working with After Effects. And all that's left for me to say is
04:26 goodbye and happy keyframing.
04:30
Collapse this transcript


Suggested courses to watch next:

After Effects CS6 Essential Training (8h 41m)
Ian Robinson



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