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Fire works animations
Fire works animations






However, the hard part’s over-the others are simple duplicates of one, maybe two “parent fireworks.”įirst is making pre-compositions. This way, you keep the longer tail, too.Ī fireworks show has multiple fireworks explosions, but so far, we’ve just finished one. If you’re committed to a vertical launch, complete the next step and rotate everything at the end. (You can let After Effects calculate the quotient for 1920 ÷ 2 just hit Enter.)Īs a result, a long, horizontal line shows on screen. Adjust Size to something shorter and much thiner, like, 3. Drill down the Timeline panel layers into Shape Layer 4 > Contents > Rectangle 1 > Rectangle Path 1 > Size (click to unlink). By default, the new rectangle fills the screen. The longer fireworks tail helps especially with more dynamic, side-to-side launch sequences.įirst, go to Layer > New > Shape Layer, toggle through the Shape Tool until the Rectangle, then double-click the Rectangle Tool button to place it. Consequently, you have rotation flexibility with this longer fireworks tail later. Evan Abrams suggests in his video tutorial above to animate the rocket launch shooting left-to-right rather than bottom-to-top. Now, let’s add the initial rocket launch. Shape Layer 1 > Transform > Scale keyframe at 100,100%.Shape Layer 1 > Contents > Polystar 1 > Transform Polystar Path 1 > Scale keyframe at 0,100%.Shape Layer 1 > Contents > Polystar 1 > Polystar Path 1 > Position keyframe at 0,300.

fire works animations

Second, move the Timeline scrubber to 20f, and add these keyframes: In contrast, scaling Shape Layer 1 scales the whole layer. Scaling Polystar Path 1 only scales the actual shape. Shape Layer 1 > Transform > Scale keyframe at 0,0%.Shape Layer 1 > Contents > Polystar 1 > Transform Polystar Path 1 > Scale keyframe at 50,0% (click the chain to unlink).Shape Layer 1 > Contents > Polystar 1 > Polystar Path 1 > Position keyframe at 0,0 (click the chain to unlink).However, we can animate this one, and duplicate it to make the others.įirst, in the Timeline, move the blue scrubber to 0:00f. It’s one of many in a whole ring of triangles. Let’s proceed to animate this first triangle “exploding” from the center. However, I’ve also adapted some steps and provided further explanation to make my tutorial more beginner-friendly. I’ve written out the steps to make it easy to follow along. Note: This tutorial is an adaptation of Evan Abram’s excellent tutorial, “ After Effects Video Tutorial: Shape Based Fireworks,” on YouTube (PremiumBeat by Shutterstock, 2014). Follow this tutorial to animate simple fireworks in your own After Effects project! Instead, I invested my file size savings in a higher frame rate for smooth, smooth movements. I can reduce the GIF to just 16 colors without quality loss. Additionally, the simple shapes and flat colors result in a small export.

FIRE WORKS ANIMATIONS PLUS

Keeping artwork native makes for easy edits and transforms, plus fast processing.

fire works animations

These are “shaped-based.” Indeed, I drew these triangles in After Effects itself. I used After Effects to animate simple fireworks, like those shown here. Several clients at my job requested animated ecards and social media post graphics of-you guessed it-fireworks. See Rigging for more information on creating and importing your own custom rigs.Happy 4th of July! It’s the time of year when fireworks are on everyone’s mind. You can import your own custom rigged meshes and models for use in animation. A R6 rig is an object with 6 moving parts while a R15 rig is an object with 15 moving parts, significantly expanding R6's limited motion range. The Build Rig plugin allows you to insert pre-built humanoid rigs for animation purposes. You can define animation event markers across the Animation Editor timeline span, then use AnimationTrack:GetMarkerReachedSignal() to detect those markers as the animation runs to perform specific actions, such as playing a sound effect whenever the user's foot touches the ground. Animation EventsĪn animation event is a specific point in an animation that triggers an action. Using IKControl, you can position or adjust a single object and generate interactive and complex character animations at any point during an experience. Speed up your animation process and create natural animation and poses with Inverse Kinematics. You can combine this with a skinned mesh to generate natural-looking character poses. Make realistic animations by posing and animating Bones of a rigged mesh.






Fire works animations