How To Copy Animation In After Effects
How to Brand Character Animation in After Effects
May 06, 2022• Proven solutions
Blitheness is condign increasingly pop equally 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 blitheness from with After Furnishings is growing, so here we will look at how the basic aspects can be accomplished.
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How to Make Character Animation in Later Effects
1. The Character
Perhaps more than than any other aspect of Subsequently Effects capabilities, successfully animating a character is very dependent on the original file for the grapheme you are working with. For animation within Afterwards Effects, you need a specific type of character file, where each slice of the grapheme y'all want to animate is a separate layer. These are mostly created in Illustrator, nonetheless if you practice not have Illustrator or lack the power to depict your own character there are free ones available on the web to utilise for you to practice this technique. You merely demand a grapheme that has each distinct part separated into individual layers.
2. Importing the file
Importing the graphic symbol file is the same every bit any other, you tin can simply elevate the file onto the project panel to begin the file import dialogue. It is important to select the correct format here to ensure that the different layers are retained and then you lot can animate it.
In the import dialogue 'Footage' is usually the default import type, and this should be altered to Composition – Retain layer size, as this keeps the layers and at the aforementioned fourth dimension keeps each layer bounding box to the size of the element itself.
And there y'all accept your character and its associated layers in your projection panel.
3. Setup
Double-clicking the now imported composition for your character sets up the project for you lot, now we have to brand certain information technology is all the right size for your requirements.
Now, if you lot want your character a piffling larger or smaller, you would wait to just select all the layers and adjust the size of them all simultaneously, however with linked layers like this, it has the effect of pulling the layers autonomously as they shrink or overlapping as they grow, so you lot demand to create a new Nil Object from Layers>New>Null Object, and then parent all the other layers to it. You do this by selecting all the layers and dragging the parenting button to the null object.
This is the almost effective way of scaling whatsoever multilayered object and is useful beyond the animation project beingness discussed here.
Once you adapt your character and get everything equally yous want information technology, we can move on to the nuts of animating your character.
4. Animation Basics
After adjusting the resolution and character to fit I have the following every bit my work screen.
To keep things simple, I am going to restrict my animation to a couple of limbs, we will exist using a combination of Afterwards Effect's Boob Tool and Parenting to attain this, and then the first job is the boob tool itself.
You find this on the top carte bar, and this tool is designed to put a pin in a layer where yous desire information technology to rails movement.
How yous use it is to select the layer yous want, select the puppet tool, and put a pin in the places you that are key points you want to track, it is these points After Effects uses to translate the move between keyframes.
Here I'one thousand placing pins at strategic places effectually the character, you lot only click on the place you wish to put a pin with the puppet tool agile.
One time this is washed you can then begin to animate the pieces.
This is done by selecting the layer or layers you desire to move, and go through the timeline panel to get to the upshot, and finally creating movement in the scene every bit the last stage.
five. Animating the legs
To get the animation working nosotros, as with most subsequently effects projects, use the keyframe concept. Here we go 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 become to the pins we placed before. Shift select all the pins in the layer, in this instance in that location were 3, and ready the beginning keyframe. Then move the timeline forth a few frames, suit the leg, ready the next keyframe. I like to aim for 5 keyframes in a complete sequence of motility, and I can then cope and pastes those keyframes to repeat the sequence if needed, for things such as walking, it speeds up the whole process.
These adjustments are repeated every five frames until we have the showtime leg animated for a complete motion. I then simply copy and pasted those keyframes three times downwards the timeline to create a four step sequence.
The next step is to repeat this with the other leg. With this i you have a guide because equally you lot advance the fourth dimension cursor your previous animation will show, and then yous can match the 2d move to this.
Here we accept movement to simulate a little dance, you tin can of course, now move on and add head, body and arm movements to get with it, but for simplicity here nosotros volition only do the legs.
6. Calculation motion
Once we have our sequence with the animation nosotros want, the side by side step is to add together some actual movement to the scene. The best way to do this is to pre-compose the unabridged sequence y'all simply created.
Select all the layers and select Pre Comp from Layers>Pre Comp, this creates your animation sequence in a single composition that we can and then adjust without effecting our animated pieces.
As ever, movement 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 exist off the screen to simulate motion onto the screen and off the other side, In this picayune instance we are going to simulate the up and downwardly movement of a trip the light fantastic.
Then information technology is simply a affair of more than keyframes and resetting the position each time.
seven. Conclusion
This is obviously a very basic animation with a trivial human foot tapping flourish at the stop, only the principal of animating your characters remains the same whatever it is you are doing. The key is to be methodical in the motion setting, once you have one limb adapted, yous can use that every bit a guide to the residue and work through each one until the sequence is complete for all components of the grapheme. Also remember you lot can become dorsum to each keyframe on any component of the character and make alterations until you are happy with the results. If you are new to animation can exist a bit of a trial and mistake process, but perseverance is all that is needed. Information technology is as well really essential to make practiced use of the copy and paste facility to reproduce your walking, dancing or whatever movements to save 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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