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After effects odds and sods

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Animating Characters with the Puppet Tool. Step 9 This is the most important step. There are four different leg positions in a walking sequence, which I have laid out in order above. Choose your right-leg layer and hit the U key on your keyboard. You will see all of your Puppet Pins for that leg. Create the first position (top-left corner) by adjusting your pins.

Once you have successfully created that position, move down your timeline slightly and create the next position. If you scrub through your timeline, you should see your character's legs walking. Most Common Animation Mistake In After Effects and How To Fix It – Wobbly Keyframes. Linking character parts from the Course After Effects CS3: Animating Characters. So now we're ready to set up our hierarchies and link together all of our characters' parts in After Effects. Now, actually I save kind of our raw file out, so that way we'd have it and so this is on our Desktop/Exercise Files/Monsterpiece/ After Effects. And I created another one out here called Shot400 and what that is is essentially the shot that we created. Now if you want to go a little bit faster, sometimes your scrubbing speed might not be as fast, I like to keep these files local, try not to store them on a server because sometimes scrubbing over the network can be problematic.

If you have to, that's fine but you'll experience a hit in performance. But sometimes if you want to you can shut this down the third or quarter resolution that make this scrub faster. Right now I'm on a very small screen, so I have this at 25%. So let's go through these and let's take a look at how we're going to organize this. Frank Face is my head and I grab it and I drag it over neck. OK. How to Animate Still Photos in After Effects (Part 2): A Follow-up Tutorial from Joe Fellows. Back in November, we shared a great video tutorial by Joe Fellows that walked us through how to animate photos in After Effects by using the parallax 2.5D effect. Though the video received a warm response, there were a few questions raised, like how to stylize and texturize elements in the composition for example, which would in turn make the project look all the more profession and downright awesome.

Fellows decided to make a follow-up tutorial that answers a few of those questions (some of which came right from NFS readers). Continue on to check out the video! According to a post from The Creators Project, Fellows addresses several questions in his tutorial by elaborating on the techniques he used that he didn't explain. Here's a list of them: Using the "pin" techniqueCreating the shadow effect on the paddle and ballsRender and export settingsAre those balls animated? One aspect of the tutorial I know we wondered about was how Fellows made the balls look as if they were rotating. How to Optimize Projects in Adobe After Effects CS6 > Work With Multiple Comps and Projects. Build a system that even a fool can use and only a fool will want to use it. —George Bernard Shaw Sometimes you take the attitude of a master chef—you know what can be prepped and considered “done” before the guests are in the restaurant and it’s time to cook the meal.

At other times, you’re more like a programmer, isolating and debugging elements of a project, even creating controlled tests to figure out how things are working. This chapter helps you both artistically and technically (as if it’s possible to separate the two). After Effects CS6 received the most substantial performance increase of any single upgrade thanks to Global Performance Cache, a scheme to preserve more individual render data indefinitely, not just when it’s buffered into the RAM cache. It’s easy to lose track of stuff when projects get complicated. These tips are especially useful if you’re someone who understands compositing but sometimes finds After Effects disorienting. Precomping and Composition Nesting. After Effects Help | Animating with Puppet tools. When you move one or more Deform pins, the mesh changes shape to accommodate this movement, while keeping the overall mesh as rigid as possible.

The result is that a movement in one part of the image causes natural, life-like movement in other parts of the image. For example, if you place Deform pins in a person’s feet and hands and then move one of the hands to make it wave, the motion in the attached arm is large, but the motion in the waist is small, just as in the real world.

If a single animated Deform pin is selected, its Position keyframes are visible in the Composition panel and Layer panel as a motion path. You can work with these motion paths as you work with other motion paths, including setting keyframes to rove across time. You can have multiple meshes on one layer. The original, undistorted mesh is calculated at the current frame at the time at which you apply the effect.