5 After Effects Expressions That Will Change Your Life

These After Effects expressions save so much time, you might get home earlier tonight just by reading this post. If you’ve ever animated these sorts of things manually, you’ll know what I mean.

Most will need to be tweaked to your specific needs, but it’s just a matter of playing with the numbers a little, and understanding how they’ll change your animation. Take a look at 5 After Effects Expressions That Will Change Your Life.

After Effects Expressions That Will Change Your Life

Jumpy Wiggle 1

Jumpy Wiggle 1 makes wiggle skip and hold rather than move fluidly.

After Effects Expressions That Will Change Your Life
 // Jumpy Wiggle 1 (moves at a random FPS)
  v=wiggle(5,50);
  if(v < 50)v=0;
  if(v > 50)v=100;
  v

Jumpy Wiggle 2

Jumpy Wiggle 2 is similar to 1, but works at a defined FPS so your “jump” will happen at a regular pace.

After Effects Expressions That Will Change Your Life
 // Jumpy Wiggle 2 (moves at a defined FPS)
  fps=5; //frequency
  amount=50; //amplitude
  wiggle(fps,amount,octaves = 1, amp_mult = 0.5,(Math.round(time*fps))/fps);

Inertial Bounce

Inertial Bounce is like making your moves “rubbery.” Layers will overextend, then settle into place on position and rotation keyframes.

After Effects Expressions That Will Change Your Life
 // Inertial Bounce (moves settle into place after bouncing around a little)
  n = 0;
  if (numKeys > 0){
  n = nearestKey(time).index;
  if (key(n).time > time){
  n--;
  }
  }
  if (n == 0){
  t = 0;
  }else{
  t = time - key(n).time;
  }

if (n > 0){
  v = velocityAtTime(key(n).time - thisComp.frameDuration/10);
  amp = .05;
  freq = 4.0;
  decay = 2.0;
  value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
  }else{
  value;
  }

Throw

Sometimes you just want something to move constantly without keyframing it. Use throw.

After Effects Expressions That Will Change Your Life
 // Throw (move at a constant speed without keyframes)
  veloc = -10; //horizontal velocity (pixels per second)
  x = position[0] + (time - inPoint) *veloc;
  y = position[1];
  [x,y]

Spin

Same as throw, but for rotation.

After Effects Expressions That Will Change Your Life
 // Spin (rotate at a constant speed without keyframes)
  veloc = 360; //rotational velocity (degrees per second)
  r = rotation + (time - inPoint) *veloc;
  [r]

Source – Mograph.net

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