8 stroke animation techniques in After Effect - Motion graphics tutorial

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Hi everybody, in this tutorial we are going  to see a lot of different animation techniques   related to stroke, starting from the trim path,  the taper function, the logic behind it and how   to combine everything And we’ll also lo go   over some more random stroke effects The first trick is to accept that After Effects is  an animation software and not a design software So if you're working with complex shapes,   instead of drawing in after effects, draw  them in Illustrator, select it, copy it,   then go to after effects, select the pen tool,  click on a random point and just paste it   If you have two shapes with the same number  of control points you can go to path,   set one keyframe, copy from a second shape  and then paste it on the same stroke   Sometimes the morphing doesn't work perfectly, to  solve this you just need to select one point and   select “set as first vertex” do the same on the  second shape selecting the same relative point   and now their stroke path can morph smoothly   If you have more complex shapes maybe with a  different number of control points then i’m  sorry but the best solution is to do it by   hand. it can be a little bit tricky but you  can achieve way more interesting animations   The trim path is based on two  parameters, the start and the end,   by changing these two percentage values  we determine their positions on the line   For example if we change the start  from 0 to 50, the first extreme of   the stroke will move forward to the 50% of its  original length or to any other value we put   Same with the end, if we set it to 80 or 60 the  second extreme of the stroke will go back till   reaching the percentage of the value we chose If we set the end first at zero then at 100 the   stroke moves along its entire length and we  see it appear. If we also animate the start   from 0 to 100 we can make it disappear But as you can see if the keyframes   are overlapped, they cancel  themselves out and we see nothing   If we delay the start animation a little bit  we see the line appearing and disappearing   simultaneously or instead of delaying the start  keyframe we can simply work on the graph editor   to have different curves. we can select our end  keyframes and give them a long ease, so that   they’ll start slow and get faster toward the end  and do the opposite with the end of the stroke   When working with closed shapes if we want  to create a loop seems difficult due to the   fact that when you reach 100 you close the shape Let's say you want to create a repeating loading   circle, it seems impossible because when you  reach 100 you can’t go further than this limit   To fix that just use the offset path value,  you can use it to change the relative position   of start and end, or even more simple you  can just delete the start and end keyframe   and animate only the offset keyframes Another very common problem is that the   stroke never starts where we want. To fix that,  as we saw before, just select the point where we   need the shape to start and select “mask and  shape path” then “set as the first vertex”   Also from the path you can click this icon  to invert the direction of your stroke,   if you want it clockwise or counter-clockwise Taper is a function that allows you to introduce  width variation to your stroke Using the same setting as before   the taper works by keeping your stroke Width as the  widest base and you can only decrease from that The first two values start length and end  length determine how your thickness increases   and decreases based on the length percentage So if we set 30 for the start length you’ll se   that the increasing segment reach the 30% of  the stroke lenght, and if we set the end for   example only at 10*, the decrease of the width  will involve only the last 10%* of the stroke   But this percentage is relative to the visible  stroke length, so if we also apply a trim path,   let’s say the end at 90 and the start at  20 the percentage system of the taper will   change accordingly to the new stroke length First, I want to increase the stroke width a   little bit, because when using the taper  we can only decrease from that value   set a round cap. Then I'll set both the  taper lengths to 40 both the widths at   20 this value determines how much of the  original stroke width we want to keep   and I'll set the ease at  50 to make it more smooth   Now we can introduce some colors to the game.  The simpler way to create a gradient between two   colors on a stroke starts with duplicating  the stroke and then changing the color   If we have a taper , we can remove  it because we don’t need it,   open the trim path section and edit the values  to have the stroke only on a shorter segment   Then let’s increase the stroke width by  at least the double, set the first stroke   as a matte and then apply a blur effect Now let's duplicate the layer again using   control+D, bring it down and remove  the matte to create a light glow,   we just need to edit the blur effect a little bit We can also add some glow to the main stroke   using a simple drop shadow effect and  apply the same color of the stroke   We can also duplicate our gradient a second time,  again with control D, and apply a second color,   probably white and make it even shorter then  before, to have it only on the tip of the stroke   apply some layer style to the base stroke  to add some light and blend everything   Also if you plan to change or animate your  stroke path another thing to do is this   parent the path of the different strokes used  for gradients to the path of the original stroke,   this way even if you change the stroke the  gradient will follow the new direction   So now I want to combine everything we’ve  seen til now. Starting from the path morphing   animation to which I added a third path  keyframe to transform it into a circle   Now I want to duplicate it to have a white base  and then our stroke layer is going to be red,   let0s put red also as stroke color to  have more visible what we're doing   And now i want to work on the trim path In the last frame we can animate our offset and   I'm going to set it at 120 to have it going back  to its original position, plus 1 round rotation   Now I can start to increase the stroke width a  little bit so that we can also apply the taper   we got our stroke animation, now we can duplicate  it and rotate it by 180 degrees on both the   rotation keyframes to mirror it on the other side Now i wanto to add a circle to a circle   to encompass everything we can bring it to the center   and then we can animate this circle to scale  accordingly to the morphing of the stroke inside   We've set our base animation, now i’m just  repeating everything we’ve seen before,   adjusting alittle bit the taper  and the trim path and changing   just a little bit the structure of the circles I’m doing a timelapse of this parth because is   just setting parameters that we’ve already seen and i’m also doing some visual styling,   setting the colors, the gradient and some color  effect to have everything with black and green   I’m not focusing on the visual style  of the project in this tutorial,   since this video is about the stroke animations, but if you are curious you can download the file   project, link in the description and maybe  let me know in the comment if you would   like to see a tutorial about visual style,  colors and gradients and this kind of stuff   another really important technique  is moving stuff along your stroke   To do it we’re going to use some animation from  the sponsor celwizard.com which is a library of   hundred of elements animated frame by frame so  not the usual stock motiongraphic templates   You have different categories animation  and every asset id loopable and sometimes   even modular so that you can compose them in  the timeline to create different sequences   you can just import them into your project with one click and you can edit strok and colors  to match them your visual style. Check it out, the link is in the description once you have the object you want to  move across the stroke, just copy the   path and paste it into the object position I want to repeat on the timeline the celwizard  pointer animation so I'm activating the time remap and duplicating it   I also need to change the spacing between  the position keyframe to make it more slower   now the object will move along the stroke path but  we also want it to follow the stroke orientation   to do so go to, transform, auto-orient  and auto orient along path   fix it a little bit and now our arrow will follow both the path and the orientation of the stroke   I need to fix again a little bit the timing  and i also want to precompose it so i can  duplicate it and change the rotation We’ve seen this briefly in the last  tutorial about transparency distortion, if you haven’t go watch it after this video   To create a liquid stroke animation like  this we need to animate our stroke with   the taper as we did before then we need to duplicate   this stroke and create some variations with the stroke path, changing also the   trim trim path offset to create multiple strokes to mimic the liquid feel repeat the process and   duplicate again for as many time as you  like trying to create some organic flow,   so that you stroke split up and comes back  together, or maybe simulating some droplets   one we animated all of our strokes precompose  them together and add the effect gaussian blur   add also the effect simple choke  and set them with the same value   apply also some turbulent displace,  and these effects together will  create a liquid shape feeling To have it even more liquid,  let’s apply also some layer styles i’m going to use color overlay with   a slightly mid-dark tone and then inner glow to  have a lighter color on the border let’s also apply some bevel and emboss to  give more depth and a more materic feeling Start by appling to your  stroke a round cap and round join then add dashes and set it on a number that   feel right for the length of your chain links then duplicate your layer, with control D and   bring it down, and change its color  to see better what’s happening   on this second layer change the  stroke width to three times the   initial value to create the larger chain links parent the dash value and offset value to the   first stroke. then from this stroke that will also be the controller set it to a new dashes value   that leaves some space between the chain links. control d again to duplicate the second layer and   rename it to remember this copy will be the matte on this matte layer change again the color   and bring the stroke width  back to its original number   now we can set this layer as inverted matte to  make holes in the second layer of the chain   the dashes offset of these two layers  are parented to the first one so edit   the expression by adding a number that will  increment tht offset value, in my case is 130   but it will change depending on your chain change the expression on both the layers   ans also we need to parent these  layers path to the first one   this way everything will follow  the path of the first layer   in addition to the path we can also animate  the offset and again, since we parented it with   an increment everything will follow now we just need to style everything a  little bit, so color overlay to give it some grey    and bevel and emboss to add shadow and lights copy the layer style and paste it  on the second layer of the chain,   add also some extra shadow to separate the layer  and that’s it we got our stroke chain animation   Thanks very much for watching, please  check out the video sponsor cel   wizard.com the link is in the description Subscribe to the channel and let me know   in the comments if there are any topics  you would like to see a new video about.
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Channel: olly
Views: 141,465
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Id: CRezeaNnodM
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Length: 17min 53sec (1073 seconds)
Published: Mon Feb 05 2024
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