How To Use Adobe After Effects For Animation
How to Brand Character Animation in Later Effects
Mar 31, 2022• Proven solutions
Animation is becoming increasingly popular as a medium, widely used for both entertainment and promotional video it is appealing and engaging to people of all ages. As such, the need for animation from with After Effects is growing, so here we will look at how the basic aspects tin can exist achieved.
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How to Make Graphic symbol Animation in Later Effects
1. The Character
Perhaps more than than any other aspect of Subsequently Furnishings capabilities, successfully animating a grapheme is very dependent on the original file for the graphic symbol you are working with. For animation within After Furnishings, you demand a specific type of character file, where each piece of the character you want to animate is a split layer. These are by and large created in Illustrator, yet if yous do not have Illustrator or lack the ability to draw your own character there are free ones bachelor on the web to apply for y'all to exercise this technique. You lot just demand a character that has each singled-out part separated into individual layers.
2. Importing the file
Importing the grapheme file is the same every bit whatever other, y'all can simply elevate the file onto the project panel to begin the file import dialogue. Information technology is important to select the right format here to ensure that the different layers are retained and then you lot can animate information technology.
In the import dialogue 'Footage' is usually the default import type, and this should be altered to Limerick – Retain layer size, as this keeps the layers and at the same time keeps each layer bounding box to the size of the element itself.
And at that place you have your character and its associated layers in your project console.
3. Setup
Double-clicking the now imported limerick for your graphic symbol sets upward the project for yous, now we have to make sure information technology is all the correct size for your requirements.
Now, if you want your character a picayune larger or smaller, you would expect to just select all the layers and suit the size of them all simultaneously, even so with linked layers like this, it has the upshot of pulling the layers apart as they shrink or overlapping every bit they abound, so you need to create a new Zero Object from Layers>New>Goose egg Object, and and so parent all the other layers to information technology. You do this by selecting all the layers and dragging the parenting button to the nothing object.
This is the most effective manner of scaling any multilayered object and is useful beyond the blitheness project being discussed here.
Once you arrange your character and get everything as you want it, we can motion on to the basics of animating your graphic symbol.
4. Blitheness Basics
Later on adjusting the resolution and grapheme to fit I accept the following equally my work screen.
To keep things unproblematic, I am going to restrict my animation to a couple of limbs, we will exist using a combination of Afterward Event's Puppet Tool and Parenting to reach this, and so the kickoff job is the puppet tool itself.
Y'all find this on the peak menu bar, and this tool is designed to put a pivot in a layer where you want it to track motion.
How you use it is to select the layer you want, select the puppet tool, and put a pin in the places you that are fundamental points you want to track, information technology is these points Afterward Furnishings uses to interpret the movement betwixt keyframes.
Here I'g placing pins at strategic places around the character, you simply click on the place you wish to put a pivot with the boob tool active.
Once this is done you can so begin to animate the pieces.
This is washed by selecting the layer or layers you want to move, and get through the timeline panel to become to the consequence, and finally creating move in the scene as the last stage.
five. Animative the legs
To get the blitheness working we, as with near later effects projects, use the keyframe concept. Hither we get to the timeline panel and select the specific layer we are working on, here it is the left leg. We expand the attributes for the layer, and go through puppet>Mesh>Deform to get to the pins we placed earlier. Shift select all the pins in the layer, in this case at that place were three, and set the first keyframe. Then move the timeline along a few frames, adjust the leg, set the next keyframe. I like to aim for five keyframes in a consummate sequence of movement, and I can and then cope and pastes those keyframes to repeat the sequence if needed, for things such as walking, it speeds upwardly the whole process.
These adjustments are repeated every five frames until we have the outset leg animated for a complete motion. I then simply re-create and pasted those keyframes 3 times down the timeline to create a four step sequence.
The side by side step is to repeat this with the other leg. With this one you have a guide because as you advance the time cursor your previous animation volition show, so you can lucifer the second move to this.
Here nosotros accept movement to simulate a lilliputian dance, yous tin can of form, now move on and add caput, trunk and arm movements to become with it, but for simplicity hither we will but do the legs.
6. Adding movement
Once we accept our sequence with the animation nosotros want, the side by side stride is to add some actual movement to the scene. The best way to do this is to pre-etch the entire sequence you just created.
Select all the layers and select Pre Comp from Layers>Pre Comp, this creates your animation sequence in a unmarried composition that we can and then adjust without effecting our animated pieces.
As ever, move starts with creating a keyframe at the timeline start for the position of the pre comp.
If yous were doing a walking blitheness your start position could be off the screen to simulate motion onto the screen and off the other side, In this little example we are going to simulate the up and downwardly movement of a dance.
So information technology is only a matter of more keyframes and resetting the position each time.
7. Conclusion
This is obviously a very basic animation with a picayune foot tapping flourish at the finish, but the chief of animating your characters remains the same any it is you are doing. The fundamental is to be methodical in the movement setting, once you lot accept one limb adjusted, you tin utilize that every bit a guide to the rest and work through each one until the sequence is consummate for all components of the character. Also retrieve y'all can go back to each keyframe on whatever component of the character and make alterations until you lot are happy with the results. If you lot are new to animation tin be a flake of a trial and mistake process, but perseverance is all that is needed. It is too actually essential to make skilful use of the copy and paste facility to reproduce your walking, dancing or whatever movements to salve a vast corporeality of time in the process.
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Source: https://filmora.wondershare.com/after-effects/make-character-animation-after-effects.html
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