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Motion Design Toolkit
John Colette is a professor of Motion Media Design at the Savannah College of Art
and Design in Savannah, Georgia, where he previously served as department chair. As a
professor, he has led collaborative industry research projects for external clients such as
BMW Technology Group in Silicon Valley, Samsung, Microsoft, and Adobe Systems.
Motion Design Toolkit
Principles, Practice, and Techniques
Austin Shaw
John Colette
Edited by Danielle Shaw
Cover image: Chrissy Eckman
First edition published 2023
by Routledge
605 Third Avenue, New York, NY 10158
and by Routledge
4 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN
Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2023 John Colette and Austin Shaw
The right of John Colette and Austin Shaw to be identified as
authors of this work has been asserted in accordance with
sections 77 and 78 of the Copyright, Designs and Patents Act
1988.
All rights reserved. No part of this book may be reprinted
or reproduced or utilised in any form or by any electronic,
mechanical, or other means, now known or hereafter invented,
including photocopying and recording, or in any information
storage or retrieval system, without permission in writing from
the publishers.
Trademark notice: Product or corporate names may be
trademarks or registered trademarks, and are used only for
identification and explanation without intent to infringe.
Typeset in Univers
by Apex CoVantage, LLC
This textbook is dedicated to the many generations of our
students for pushing and inspiring us.
Contents
Acknowledgments xi
List of Contributors xii
Foreword by Patrick Clair xiv
Introduction1
Keyframe Interpolation 29
Spatial Interpolation 32
Temporal Interpolation 34
Graph Editor 35
Creative Brief: Audio and Non-Linear Interpolation 50
Professional Perspectives: David Conklin 52
Masking57
Project Structure and Organization 64
Prepping Assets 65
Creative Brief: Type and Masks 71
Professional Perspectives: Jordan Lyle 74
vii h
j Contents
4 2D Character Rigging 79
2D Rigging 79
After Effects Compositions and Pre-compositions 89
Creative Brief: 2D Character Rig 92
Professional Perspectives: Wendy Eduarte Briceño 94
Z Space 100
Virtual Cameras 102
Multi-view Layouts 104
Camera Movement 108
Creative Brief: Z Space 114
Creative Brief: Stills in Motion 116
Professional Perspectives: Ariel Costa 118
Editing133
Spatial Editing 138
9 Compositing 158
Compositing158
Track Mattes 159
Green Screen 161
Blending165
Color Correction 166
h viii
Contents j
Production168
Professional Perspectives: Boo Wong 181
ix h
j Contents
Specification244
Design244
Client Liaison 246
Linear Motion Works 248
Production: Build 249
Production Schedules 250
Shot and Asset Lists 251
Test252
Delivery: Implement, Review, and Maintain 253
Team Management 254
Tracking Milestones 255
Contracts and Agreements 256
Copyright, Intellectual Property, and Work for Hire 256
The Freelance Incentive 257
The Hold System 258
Building Reputation 258
Professional Perspectives: Erin Sarofsky 260
Index 266
h x
Acknowledgments
xi h
Contributors
Hazel Baird
Peter Clark
Nando Costa
Chrissy Eckman
Madison Ellis
Michael Thomas Hill
Stephen Kelleher
Scholar
Kyle Shoup
STUDENT CONTRIBUTORS
Rita Albert
Nicole Colvin
Gabe Crown
Vero Gomez
Jayson Hahn
Oliver McCabe
Jessica Natasha
h xii
Contributors j
Meghan O’Brien
Nicole Pappas
Rosalinda Perez
Christopher Roberts
Mercedes Schrenkeisen
Jack Steadson
Yifan Sun
Akshay Tiwari
Samantha Wu
Phoebe Yost
xiii h
Foreword
Patrick Clair
There’s nothing more exciting than the prospect of a career in Motion Design, a field that is
emerging, evolving, and fundamentally new.
I’ve spent 20 years practicing an art form that didn’t exist just a generation before me.
Of course, we could discuss the history of animation and the clunky text effects of optical
printers; all this history is valuable and should be studied and venerated for where it got us.
But, for practical purposes, the desktop computer revolution of the late ’90s and early aughts
gave birth to the modern “motion designer.”
It’s a hybrid task, and that’s exactly what I love about it—part graphic designer, part
editor/animator. To deploy a cliche: storyteller. I was attracted to it because of the sheer
number of dimensions of thought it required. From art history to salesmanship, it promised
new challenges every day. It was a frontier in a world where it felt there weren’t many left.
I was a young film student in the early 2000s when pioneering shops like Psyop and
MK-12 were posting wild new work that seemed to blend 3D animation, rotoscoping, and
live-action into cheeky, playful—and strikingly cool—pieces of design filmmaking. Music
video collectives like Shynola were inventing stunning new aesthetics with each project,
never treading old ground. Lynn Foxx, from my understanding a group of architecture stu-
dents, were bringing music to life with organic and mesmerizing films.
Meanwhile, I was stuck at home, staring vacantly at my “screen direction” degree,
penniless and wondering what was next. Living in a city with no film industry and 60 film
students graduating each year . . . where could I go? Without the money to go and shoot
films, what would I do?
As I consumed vast amounts of inspirational new work, a new world unfolded before
me. I had used After Effects to add defocus to a live action shot once. My friend and editor
had used it to create the credit roller for our student film. Now, I started to see that it was a
portal into a world where anything was possible. If I wanted to create the animated logo for an
art nouveau biker gang, I could—but why? I could mash up my holiday footage of Banksy art-
works with maps of the Berlin subway system in a lame attempt to recreate my favorite T-shirt
designs in motion. I could create title sequences for films I could never afford to actually make!
It was all terrible of course, but it felt amazing. That’s where it began for me. I enrolled
in a “compositing and title design” post-grad and was off and running. Friends and rela-
tives would ask what I would do after graduating, and I would say, “Title Design isn’t a real
job, this means I’ll be making ‘motion graphics for advertising.’ ” I loved those words—
“motion graphics”—even as my aunts’ and uncles’ eyes glazed over with a mixture of
h xiv
Foreword j
misunderstanding and disinterest. I’m still shocked today that professional title design ever
became an option in my career, but that was a long, long time later.
It began with craft. And that’s what this book can teach you. Every professional journey
begins with long years of practice, imitation, and tutorials. I have a saying that I find useful:
“don’t be a thief, be a kleptomaniac.” When you’re new to a discipline, there is no choice but
to be derivative. Look at the best work—the stuff you love, that makes you burn with jealousy
inside. And slowly, over years, figure out how they did it. Copy them, until you know their
tricks (just don’t copy them on a paid job; that’s not OK).
A wise lecturer of mine once posited an answer to an impossible question: what is cre-
ativity? He suggested it is nothing more than the combination of two previously uncombined
elements. That’s why I say be a kleptomaniac. Stealing from your favorite artist is derivative.
Combining your two favorite artists in one aesthetic is being creative; it’s making something new.
But first, do the work.
I’ve spent countless hours rotoscoping. I’ve spent three months doing nothing more
than adjust the lens flare intensity on a football branding package between 9% and 13%
(with a 45-second plus frame refresh rate—ah, the early days of HD!). Every formidable
creative director I’ve encountered spent their time as a junior, learning their craft through
experience and hard graft. Trust me, that experience will serve you well down the track.
I worked on lots of ugly stuff. I made so many, many mistakes. I worked on sketch comedy
shows, where imitation and speed were the priorities over aesthetics. I worked with arrogant,
low-end commercial clients that ruined projects with their poor choices. Oftentimes, I was able
to ruin projects with my own poor choices. Over time, I think I got better. I’ve always had a chip
on my shoulder that I went to film school and not proper design school. I’m terrified that all those
design grads know all these secrets I don’t—handshakes and code words. I think it helped me
to want to learn from every job, to make up for this shameful inadequacy.
In the first ten years of my career, I watched every single piece of Motion Design I could
find. On blogs like Motionographer and Stash, there was a torrent of new work every day,
and I loved watching it—even as it bruised my ego. How could I ever make stuff this good?
But honestly, I loved just being immersed in the work. Eventually, I started to find my own
voice—clumsily at first (well, still clumsily today, if I’m honest). Finally, I could look beyond
Motion Design and start to find inspiration in art, architecture, and the world.
Meanwhile, while I was lost in the layers, an entire industry flourished and matured.
Obviously, Motion Design for commercial purposes absolutely exploded, becoming a legit
and mainstream part of the design and communication industry—ubiquitous even.
The renaissance of title design that Kyle Cooper had kickstarted in the ’90s with Se7en
had flourished into ten-plus studios regularly turning out stunning title sequences for the best
shows on TV (an industry undergoing its own technology-fueled revolution). Motion Design
was spreading (literally) onto more and more surfaces. Today, these things we anachronis-
tically call “phones” are portals to a billion sites and apps that call for the art of designing
elements in motion. Car dashboards now need motion designers. So do tablet computers,
smart surfaces, streaming platforms . . . the list is endless.
Meanwhile, as the potential for our output changed, the way we could make it changed
as well. Of course, some of this is leaps forward in what a home system can do; it’s a
common truism to say that a contemporary bedroom setup can outperform a major studio
xv h
j Foreword
infrastructure. From GPU cards to cloud rendering and more, physical infrastructure is no
longer a barrier to world-class work. When I graduated film school, the biggest barrier to
starting a studio would be the $40,000 investment in a pro-level Betacam tape deck. A tape
deck! Any student reading this doesn’t even need to know what that means. When I started
Antibody in 2013, all we needed was a few iMacs, some IKEA desks, and some space in a
shared office. The barrier to entry is low.
Of course, the key is that you need clients—and that’s where the most important revo-
lution comes in.
Sometime in the late aughts, the internet made the world about the size of a city—and
almost no one noticed. I didn’t notice until 2012, when I simultaneously got clients in Mon-
treal and Paris. I lived in Sydney, and the fact my work was on Vimeo meant that people who
liked my style could find who I was and hire me. From then on, the physical reality of my life
started to separate from the virtual spaces that connected my work. Ever since then, my life
has been spread across at least the time zones of America, Australia, and Europe. Far from
being a creep of work into life around the clock, it’s been a relief—an opportunity to live life
where I need to for my family and find the work that can sustain us.
With a global audience, you can go incredibly niche. This is the most important les-
son I ever discovered. It promises a life of freedom, artistic satisfaction, and meaningful
relationships.
Antibody has been using a “distributed workflow” model for years—just a fancy way
of saying that we live near our family while we get to do work for clients from anywhere.
These days I live in Sydney with my wife and son, while my closest collaborator lives on the
far side of the country to me. My producer lives in Ohio, my visual researcher is in Colorado,
my Houdini guy is in rural France. We live where we want to; we work hard. Sometimes job
schedules demand a phone call early or late at night, but most days I walk my son to school
and engage with work on my terms. The freedom is thrilling, and it’s available to almost all
of us in a post-pandemic world.
But it starts with foundations—and this book is the perfect way to build those. The jour-
ney is so, so much fun, and discovery is rewarding at every turn.
I’ve seen some things. I’ve met my heroes (some of them) and learned why you
shouldn’t). I’ve had a son and experienced the surreal thrill of gazing into the eyes of a brand
new human life. I’ve realized my childhood dream of directing a car ad—with lights and
sirens across L.A., blacked-out camera cars, and drone-covered stunts. But right up along-
side these high points was the deep thrill I felt when I discovered that a “compound blur”
with the right matte could imitate the aesthetic of a tilt-shift lens, and I could make my little
AEFX (After Effects) comp look (a bit) like the one my design hero had just posted to Tween
(that’s right, I started reading Motionographer when it was still called Tween; color me old).
Motion Design will continue to change at a breakneck pace. Most people reading this
book will, in a few years’ time, have skills and technical capabilities that I’ll never understand.
The pace of this change is why I think a career in Motion Design is such an exciting pros-
pect—and for those of you just dabbling, the editors and web designers, becoming that little
bit more of a hybrid creative killing machine is not to be underestimated.
The future is hungry. Get devoured by it.
Patrick Clair
h xvi
Introduction
This book grew slowly. We met over a decade ago at a Southern Art School, where we were
both teaching. Austin was part of the faculty, having relocated from his career in Motion
Design in New York City. John had arrived from Sydney, Australia, where he had most recently
run a production studio, part of a long career in both teaching and industry.
As we became colleagues and friends, we watched the program where we worked
grow and achieve a singular status in Motion Design education. We saw graduates leave to
commence stellar careers, start studios, lead the design teams of major media companies,
and work in a dazzling variety of new areas of creative practice.
The students we taught were not always majoring in Motion Design. In the early courses
in our program, two-thirds of the students came from other areas of practice: graphic design,
filmmaking, production design, user experience design, advertising, and illustration. Gradu-
ate students came from these disciplines, and many others, to add Motion Design skills to
their professional offerings. We saw a generation of emerging creatives who not only saw
Motion Design as part of their personal inventory of tools but also thrived once they had
access to a foundation in this work.
We cultivated students to invent new and surprising work, as well as excel in their craft
once they were given foundational skills in Motion Design. Each breakthrough felt like a key
to a lock opening a door to an immense space of creative and professional possibility.
At the open-air tables of a coffee shop in Savannah, Georgia, we met for coffee after
class, talked about the students we were working with, and shared stories of their progress
and success. Talent was not something we dispensed from on high but something that
seemed to bubble up inside the many creative people that surrounded us. We embraced
our role as guides, signposting and sharing what we had learned in our own decades of
practice, but always eager to see a student do something that surprised us, exceeding our
own capacities in some way.
Over years, we discussed breakthroughs in the classroom, particularly the students
who thought they were defined by a particular practice but found a new perspective or
even a new calling through their progress in Motion Design. To our surprise, this process
was not painstaking; it happened often in a matter of weeks, and usually in the very early
stages of study.
This book evolved from those discussions and from those students. Over more than ten
years, we wanted to see what moments in the classroom were those catalysts for change.
DOI: 10.4324/9781003200529-1 1 h
j Introduction
What transformed a graphic designer into a capable motion designer so quickly? What gave
an advertising major the ability to make a compelling motion-based pitch after only a few
weeks? What aspect of professional practice seemed hidden in plain sight? We wanted to
find the essential toolkit for a motion designer—to give a clear orientation for the sounds,
images, animations, installations, and practices that were expanding our students’ creative
horizons and professional opportunities. We wanted a toolkit for Motion Design, a map for
the new skills that could open up creative practice.
No book is everything. There is an endless range of tutorials and specific information on
technical practices and a stunning array of software and platforms for production. We have
compiled our collective experience and knowledge on relevant tools and techniques. A book
is not designed to be the end but the start. In this spirit, we have tried to make available a
framework for the practical, technical, and professional aspects of this discipline to orient
existing creatives in the practice of Motion Design.
Time does not stand still, and the work described in this book is part of a living process
of change that shifts and morphs both media, its distribution, and its audiences. It is fair
to say that Motion Design is a blend of animation, graphics, and filmmaking, with a side of
interactivity if that is required. It is easy to see the origins of contemporary Motion Design in
the painstaking animation done on Oxberry cameras and on optical printers. The techniques
of paste-up and collage animation are visible in a lot of modern work, as is the laborious
development of multi-plane animation to add depth to the frame.
The scope and range of digital systems has made Motion Design a hungry hybrid. Visual
music, 2D and 3D animation, stop-motion animation, all forms of editing, cinematography,
and graphic arrangement feed into a singular platform and develop new and surprising forms
of mixed media. It is impossible to catalog the range of possibilities in this new world, and
its products keep expanding into new relationships with audiences. What was once oriented
to “broadcast design” finds its home today on cell phones, on public screens, projected into
museums as sculpture, and displayed at massive scale on the sides of buildings.
In a previous age, every creative practice was discrete, its means of production com-
plex, and it was often expensive and difficult to access. To use a sound studio was a world
apart from working in a darkroom or with an optical printer. Each required what seemed
like an apprenticeship and an understanding of the arcane and particular physical proper-
ties of the medium. Today, these practices not only sit adjacent to each other, but they
inform one another and hybridize through the endless creative labor of the art and design
communities.
This book is written with an embrace of that closeness, with a recognition that for many
creatives, their practice is perhaps weeks away from embracing a new world of possibility
that may sustain them for years to come. We hope they surprise themselves!
For our part, we have been sustained and nurtured by the kindness and care of peo-
ple we have worked alongside, who shared their insights and experience, who subtly
mentored us, and who were kind enough to be there for our journeys. We may be islands
in the stream, but the stream touches us all.
h 2
Chapter 1
Focus and Flow
Motion Design works with both space and time. The space is usually a screen or frame that
changes or animates over time. Motion Design is a uniquely flexible medium because it
works with tools that integrate various media and technology extremely well.
Software such as Adobe After Effects is modeled on the traditional processes of optical
printing in filmmaking and title design. In these analog processes, layers of imagery were
printed onto a single piece of film, exposing multiple images together within that frame.
The designer was deeply involved in the planning and layout of every element. For example,
a piece of type would be exposed in one pass, and adding another element to the same
sequence required the film to be precisely rewound in the camera. Then the new element
was exposed in the desired place onto the same frame of film. After the different passes
were exposed as planned, the film was processed in a lab; so, it could be days until the work
was screened. Traditional Motion Design practices were extremely painstaking and drawn-
out processes.
Digital tools give us instantaneous feedback on all aspects of a work, where visualiza-
tion is an active process of experimentation with and refinement of a design. Historically,
analog media involved multiple recording and display formats such as an audio recording, a
photograph, or a moving image. The designer required very specific skill sets to work with
each medium. Darkroom printing of a photograph was quite different from recording or edit-
ing an audio tape.
The shift to digital treats all media as files, and the computer becomes a universal plat-
form for production, with different processes using the same metaphors: select, cut, copy,
and paste. Learning to work with images in Photoshop or Illustrator, and extending this into
After Effects, is a fluid and logical creative progression because of these affordances. New
formats for media using 3D models, novel display technologies, and interactivity extend and
challenge the boundaries of practice. But they are a progression of digital production, not
entirely different mediums.
Today, there is a higher standard for design because of the vast pool of designers
and artists now working digitally and pushing both creative and expressive possibilities
across different channels. For all these new creative possibilities, persistent principles
are part of the visual language inherited from previous mediums. The still image and the
moving image continue to rely on the same formal foundations that have been developed
over time.
DOI: 10.4324/9781003200529-2 3 h
j Focus and Flow
1.1
Illustration of film-based animation rostrum by John Colette.
The medium has a message: production is revolutionized through digital technology and
its flexible capacity for handling and integrating media. As media evolves, the distribution
platforms also expand the dimensions of practice. A social media video has very different
requirements, because of its context, from a TV commercial or a documentary film. Yet the
DNA of earlier practices is still written through into new and evolving forms, and the design-
er’s awareness of this naturally changes with the times. The toolkit is grounded in a common
understanding of how we create and experience the moving image, and as designers, how
we make the familiar new again.
h 4
Focus and Flow j
Since industrialization, the visual arts have responded to the times in which they are pro-
duced. The experimentation, ferment, and exploration that developed in the 20th century
produced not only a reimagining of painting, sculpture, and other fine arts but also totally
new categories of practice where art and design can be developed.
Motion Design can dynamically integrate a range of practices and mediums into new
assemblies and new hybrid works. For example, a motion project that mixes photographic
collage with animation and filmmaking creates an innovative style. Graphic design princi-
ples, animation techniques, and cinematic conventions all play a part in the design of the
piece. Yet the principles of each practice must be understood and integrated thoughtfully
to create successful work.
Peter Pak, the lead designer of the Godfather of Harlem title sequence, discusses the
process behind this project.
While researching about the time period and characters in the show, I came across an
image by Romare Bearden. The more I looked into this artist and the fact that he lived
in Harlem during that time period, and his work and themes related to what the show
was about, I thought there was an idea there. Another reason I thought this idea had
potential was a lot of main titles at that time were really sleek 3D. I wanted to create
something that would stand out. I started looking at types of collage animation that
had already been done. I didn’t find anything that quite hit the mark in what I was
looking for. But it was still informative in getting a clear idea of what I wanted to do.
When I was developing the style frames, I tried to make each frame cover a theme
or topic. At this stage I am more concerned about the story and the concept. I figure
out the animation transitions later. First, we need to sell the concept. The animation for
this project was done in After Effects. Half the work was figuring out how we go from
one shot to another. Because it was a one-minute and thirty second main title, it would
have been a lot to be all animated collage. We integrated archival footage in between
collage shots, which also helped to tie the concept into a historical time and place.
Peter Pak, Designer/Director1
In Motion Design, the designer creates and presents a space: the focus. This space, a
frame or even a physical space in the world, alters over time: the flow. What we see, and
how we see it, is open to boundless possibility and, at the same time, subject to very precise
control.
Controlling space involves composition, the spatial arrangement of elements within the
frame. It is not simply a two-dimensional process, where elements are laid out on something
like a page. The screen itself is a frame, but also a window into a world we imagine extend-
ing beyond its edges. Elements within the screen have relationships and depth, and each of
these relationships is open to change over time.
Introducing movement through animation inflects the composition with new values that
can only be expressed in time. Rhythm, syntax, and the meanings created within a sequence
or combination of shots all enhance the creative potentials of the static image.
5 h
j Focus and Flow
1.2
Godfather of Harlem, title sequence. Created by Digital Kitchen for EPIX and ABC Signature. Creative director: Mason
Nicoll. Art director/designer: Peter Pak.
A good place to observe this style of sequence is in the presentation of short, graphic
animations that end in a title or logotype. The resolve, or lock up, presents this last graphic as
the final shot in the piece. The resolve is often introduced through a series of closely framed
images where the final element is either in motion or rendered through a moving camera.
These first shots introduce the color scheme, graphic style, and visual elements. The implied
question of the piece is resolved in the last shot. This technique is used across corporate
logos, news and sport openers, and different examples of main titles.
Figure 1.3 shows a title sequence that presents detailed vignettes of small dots
interacting and weaving into a series of abstract depictions of workplace conflict, power
h 6
Focus and Flow j
1.3
The Morning Show, title sequence by Elastic. Creative directors: Hazel Baird and Angus Wall.
struggles, and ambition. We pull back in the final frame to reveal an infinite field of these dots
that become a pointillist rendering resolving into the Title Card. Each previous shot in the
sequence is essentially presented as an extreme close-up of the final title.
The designer needs to think from different perspectives: the camera person, the editor, the
animator, the graphic designer, and perhaps even a little bit like a musician or choreographer.
These perspectives are personas, inhabited by the designer, sometimes in a rapid succession.
Each has its own language, and each brings a particular type of thinking to the process.
The range of perspectives or personas needed depends on the project. Because Motion
Design is a fluid hybrid of applications, you might need to think from not only the position of
7 h
j Focus and Flow
I was always interested in a lot of different things and ways of communicating vis-
ually. I started studying Graphic Design in school and ended up in Motion Design.
I really enjoyed making things move, but more than anything, I liked solving prob-
lems and delivering messages.
I have learned that in the real world, being in Motion Design, as part of a creative agency
really can mean so many different things. Sometimes, that is creating websites that move,
or content for websites that move, presentations that are interactive, Apps . . . or content
that goes into Apps. Sometimes it’s video that stands alone but it’s been fun to get to
approach every project in such a new way and really find the path that makes the most
sense, rather than just always being told “30 second spot; fill it with this story.”
Chrissy Eckman, Associate Creative Director2
h 8
Focus and Flow j
Changes in technology are providing new opportunities for alternative media presenta-
tions: projection mapping, virtual reality, and extended or augmented reality. These all expand
and develop the existing space in which Motion Design takes place, so the designer needs
to consider new relationships with their audience, who are no longer simply addressed by
a screen. The media they develop may not be ordered by the boundaries of a frame, and
the audience may have far more ability to interact with the work or to change their point of
observation. If there is a frame in the work, it may be very fluid and subject to change.
Camera as Presence
The eye of the camera becomes, quite literally, the viewer’s eye. The camera orients the
viewer in space and limits what can be observed. Cameras give presence to the audience
within a scene by establishing a sense of perspective and distance from subject matter.
It is no accident that in French, the word for lens is objectif; the idea of the lens as an
objective eye, framing the world for us. The camera is a proxy, a single point that focuses
the image, standing in for the audience who “enter” the world presented to experience a
scene, a story, or a journey.
The photographic image implicitly presents itself as a recording of something in the
world. However, design and animation render spaces not bound by the laws of physics or
optics and can choose to invoke realism or create entirely new representations. The realm of
motion is fluid, with room for nearly any visual aesthetic.
For most designers learning to work with motion, it takes time to shift away from think-
ing about composition solely as an analog to the page—a flat, two-dimensional rectangle to
contain imagery. The idea of the camera helps to start thinking about composition in terms
of space that can be viewed and explored in three dimensions. In Figure 1.4, we see the
idea of spatial composition. The image frame is defined by the camera’s view. Visual ele-
ments are composed in space at varying depths, and the camera can be an active participant
in the animation.
1.4
Infographic depicting the idea of spatial composition as seen through a camera lens.
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1.5
A set of stills from different Motion Design projects created by students to showcase a range of visual styles.
Top left, Visual Effects Realism by Akshay Tiwari. Top right, Reduced Graphic Characters by Vero Gomez. Bottom
left, Photo-Real 3D combined with Typography by Gabe Crown, Jack Steadson, and Samantha Wu. Bottom right,
Papercraft Styled Animation by Yifan Sun.
Rather than being limited to creating just flat, animated drawings on a page, motion
designers can construct spatial compositions in relation to a camera. When elements are
layered and positioned at various depths, any camera movement produces the effect of
parallax, where objects closer to the camera appear to move faster, whereas objects further
from the camera appear to move slower. Again, this simulation of natural motion creates a
more cinematic and engaging experience for the viewer. In addition to camera movement,
elements can animate in the scene, appear from off-screen, or fly into the frame from behind
the camera’s position in space.
Representational Spaces
Compositions contain graphic scenes or spaces. Our presentation of the world in the frame
can range from photo-real to completely abstract. Realism and abstraction are not fixed
poles; they intersect and overlap in different ways to invoke different styles or presentations.
The photographic image of a face is very different from the photo collage of a face, illustrated
face, or any number of ways a face might be painted. Every style carries its own set of mean-
ings, as well as its own set of visual pleasures, and the designer makes a clear choice as to
which of these will suit their purpose.
A composition may range from utilitarian to expressive. A designer may develop a layout
with the objective of communicating a specific idea or message, whereas an artist may work
solely for the experience of creativity or self-discovery. Whatever the intent, the composition
presents a boundary for the work.
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From calendars marking seasons changing to devices noting the hours and minutes of the
day, we measure time to manage our lives. We understand time as sequences of related
events, actions, or processes that have a specific order and duration. Rhythm, cause and
effect, or other sequential relationships, in time, form an organizing principle for our experi-
ence of the world. These same principles establish the experience of Motion Design based
on sequence, choreography, and editing.
Our interface for working with time in Motion Design is the timeline: a purely graphic
representation of events occurring in a sequential or chronological order. The timeline can-
not but help to reference film and video, as it is ordered in the same way: a sequence of
frames that play back to produce a moving image. For motion designers, a timeline serves
to define the essential parameters of a project such as the start point, end point, and overall
length. Knowing the duration of an animation allows a designer to plan the narrative struc-
ture, rhythm, and cadence of a project.
Anatomy of a Timeline
A timeline provides a graphic user interface (GUI) to manage and compose audiovisual ele-
ments in time. Assets are placed in timelines as layers, tracks, or objects depending on the
software. Regardless, a timeline offers an interface to display the sequence and the arrange-
ment of visual elements across time and space, and to manage changes in how they appear
and behave.
In animation software, the primary tool to navigate a timeline is the current time indica-
tor. This interface graphic allows us to view and modify a composition at specific points in
a time. With this tool, we can place time markers across a timeline to indicate audio cues,
notes, or any relevant editorial information. Of course, a timeline also allows us to preview
or render the entire edit, or any section of an edit.
Units of Time
A timeline contains a sequence of moments, or units of time: hours, minutes, seconds,
and frames. Frame rate is the number of frames that are sequenced and displayed per sec-
ond. Like a flip-book, the rapid changing of image content in a composition creates motion.
Understanding frame rate is vital because it influences the stylistic quality of motion. Lower
frame rates such as 12 frames per second (fps) work well for low-fi animation or a faux
stop-motion feel. The standard for cinema, 24 fps, produces a life-like feel. Higher frame
rates like 300 fps are used to capture slow motion, because they replay at a slower rate in a
timeline—stretching the way we see time. Getting familiar with the various frame rates used
in Motion Design is fundamental because different platforms have their own requirements.
Think of each frame as a frozen moment, and consider how they combine when played
together to make images feel fluid and alive. This way of thinking translates across pro-
cesses, between still and moving images, to become a foundation of creative practice.
Learning how to manage time and the subtle variations of change over time is a constant
practice for every motion designer.
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Timing
For emerging motion designers, developing a sense of timing is a fundamental skill. For
those who are new to working with timelines, it can be challenging to construct sequences
that feel satisfying and have an organic flow in the movement. Observing nature and per-
formative arts such as music and dance can help to improve one’s sensibility for timing.
However, becoming capable of translating this skill into finished work requires a solid foun-
dation in the principles of motion, knowledge of how to interface with animation software,
and frequent practice.
The core principle of timing is rhythm, “an ordered alternation of contrasting elements.”3
In Motion Design, rhythm is the contrast between slow and fast movement. Slower hero
moments display key compositions that communicate information or elicit emotions. They
also allow enough time for viewers to interpret what is happening on screen. Moments with
faster motion capture attention, bring in new elements or information, or transition—the
transformation of a scene or subject matter in a shot. The interplay between slow and fast
creates an engaging rhythm for your audience.
The overall pacing of motion influences the emotional quality of a project. Faster rhythms
are not only eye-catching but also stimulating. Slower rhythms feel calmer and more reflec-
tive. Like music, the tempo of a Motion Design project determines the sensibility of the
piece.
Low-Stakes Exercises
Through our collective experience, which includes decades of teaching Motion Design
courses, we find an incremental approach works best. We start with a series of low-stakes
exercises that encourage experimentation with basic motion principles while practicing
foundational techniques. As exercises, these forays into the medium help develop and
strengthen skills. Students feel less pressure when the stakes are low and the expectations
are manageable.
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Early explorations are iterative, with quick turnaround times. That means short deadlines
with high outputs of bite-size exercises: for instance, a series of three distinct 5-second ani-
mations completed within two days. An assignment structured like this encourages risk-taking
and experimentation. Also, a compressed schedule reduces procrastination and encourages
students to avoid being overly precious. A few weeks of short, achievable exercises build skills
and confidence.
Assignments that ask too much, too soon in the learning process overwhelm students
and can leave them feeling anxious and defeated. A gentle approach affords an enjoyable
experience while helping to build a solid Motion Design foundation. Gradually, as students
gain agency throughout a course, we can present more complex lessons.
I see a lot of students biting off more than they can chew by creating 2-minute films,
or even longer. In my opinion, they should be focusing on 5 and 10 second pieces.
Motion Design students are not trained to make short films, so why are Professors
letting them? If they are learning After Effects in a Motion Design department, then
the presumption is that they are not becoming film makers. If they are talking about
developing characters and narratives, that is called a short film, and they should
transfer to the film department or find a way to bridge the knowledge gap by supple-
menting with proper coursework. In Motion Design classes, I believe students need
to be focused on the tools and a different kind of storytelling that allows them to
introduce a concept and articulate that as quickly as possible.
Erin Sarofsky, Executive Creative Director4
Basic Transformations
A motion designer works with space and time to direct change in a composition. We accom-
plish this task through controlling how visual elements transform. Learning to make changes
happen over time can be quickly applied across different 2D and 3D animation software,
because they use a similar set of basic transformation properties. This set of properties
includes Position, Opacity, Scale, Rotation, and Anchor Point or Axis. There are far more
attributes and effects that can be manipulated, but all visual layers or objects in software
such as After Effects or Maxon Cinema 4D share these basic transformation properties. They
are building blocks, and a solid understanding of each property is fundamental to the motion
designer’s toolkit.
Position
Position is the spatial location of visual elements in a composition. X, Y, and Z are the three
axes, or reference lines of a coordinate system. The X axis refers to placement or movement
on a horizontal plane, the Y axis refers to placement or movement on a vertical plane, and
the Z axis refers to placement or movement on a depth plane—going forwards or backwards
through space. The position of visual elements in an image is key to establishing effective
composition and affecting a viewer’s interpretation.
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1.6
Graphic representing X, Y, and Z axes in space. In relation to a camera’s view, X position and movement is horizontal,
Y position and movement is vertical, and Z position and movement is forward or backward.
Opacity
Opacity refers to the degree to which a visual element is opaque or transparent. Digital
programs designate a value of 100% opacity to a fully opaque asset, whereas a completely
transparent asset would have an opacity value of 0%. We can set the opacity property to any
value between 0% and 100%, such as 50%, where an asset is semi-transparent. The ability
to control and alter visibility is useful for both spatial and temporal composing.
For spatial purposes, opacity is used for compositing and creating depth. Artful applica-
tion of opacity creates a sense of layering in a composition. Variations in opacity mix visual
qualities such as value, color, and texture between layers to create compelling aesthetics.
Opacity is an effective tool for creating visual cohesion in an image when combined with
blending modes, which are a function that mixes the appearance of layers.
Gradations of opacity over time are useful for the classic effect of fading visuals
on or off. Film editing software offers this effect as a cross-dissolve between shots.
Although we may use opacity as a broad stroke fade between shots, in Motion Design
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1.7
Graphic representing changes in Opacity, from fully opaque on the left to transparent on the right.
1.8
Graphic representing changes in Scale.
we often work in a more granular way. Each specific element or layer can be controlled
with its own timing. Individual elements can appear and disappear in a choreographed
sequence. In addition to purposeful fades, opacity can create flashing effects by turning
layers on and off rapidly.
Scale
In Motion Design, the scale property represents the proportionate size of a layer or object in
a composition. In other words, scale determines how big or small a visual element appears.
X, Y, and Z (for 3D objects) are the values that can be adjusted to specify an asset’s scale.
The X value represents the horizontal size or width of an asset, the Y value represents the
vertical size or height, and the Z value represents the depth or length of an asset. 2D layers
in compositing tools such as After Effects do not have Z depth (most of the time.) However,
3D programs regularly use the Z value of scale to control the volume of objects in a scene.
Effective use of scale helps establish a composition’s focal point, visual hierarchy,
and depth. Scale is also a pivotal tool for controlling positive and negative space in an
image. Contrasts in scale create tension and visual interest for a viewer. In motion, scale
is used to grow or shrink layers or objects. Fast scale changes capture the viewer’s
attention and add drama to a project. Slow scale changes show the passage of time and/
or provide continuous secondary motion. Scaling effects are also used for transitions.
Visual elements can fill the screen to change a background or reduce it to nothing to
reveal a new scene.
Rotation
Rotation is a circular movement of a layer or object around an axis. For spatial arrangements,
rotating visual assets creates dynamic angles or diagonals that direct the eye, break up
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1.9
Graphic representing changes in Rotation.
1.10
Graphic representing the role of the Anchor Point. (A) The Anchor Point is centered to the layer. (B) The Anchor Point
is on the corner of the layer. The top picture shows changes in Rotation, and the bottom picture shows changes in
Scale.
space, and produce compositional tension/interest. In motion, rotation is used to spin or flip
assets and to change camera orientation. Rotation occurs up to 360 degrees or in numbers
of full rotations. For 2D graphics, rotation is constrained to the Z axis. With 3D, rotation can
occur on X, Y, or Z—meaning objects can appear to roll or flip over in space.
In the foundational text The Illusion of Life, by Frank Thomas and Ollie Johnston, one
of the 12 principles of animation is arcs. “Most natural action tends to follow an arched tra-
jectory, and animation should adhere to this principle by following implied ‘arcs’ for greater
realism.” In Motion Design, the rotation property emulates the feeling of arcs in traditional
animation, adding dynamic qualities to movement.
Anchor Point/Axis
For Motion Design software, the Anchor Point or Axis is the point from which a layer or
object scales and/or rotates. Learning how to manage the anchor point is essential to
controlling your animations. In many instances, software will automatically place a layer
or object’s anchor point in the center of the content. When the anchor point is located in
that central position, any scale or rotation will start from that center point, creating trans-
formations that feel symmetrical. This default setting is typical for assets such as solids,
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1.11
Infographic of the keyframe-based animation.
shape layers, text layers, and nulls generated in After Effects, as well as any type of object
created in Cinema 4D.
There will be times you want to adjust the anchor point to not be centered on a layer.
Perhaps you want typography to animate from the bottom of each letterform in a word, or
you want a graphic to orbit from a point offset at a distance from the layer itself. The ability
to adjust the location of a layer’s anchor point or object’s axis is a gatekeeper to being able
to create a range of different types of animations. Therefore, learning how to comfortably
interface with your creative tools is vital.
Keyframe-Based Animation
Keyframes are GUI devices that display and change the transformation properties of
audiovisual elements on a timeline. A keyframe designates the distinct value of asset
properties at a specific point in time. In Figure 1.11, adding a keyframe to the position
property of a layer placed on the left side of a composition, at 0:00 seconds, marks the
location of the layer at that moment on the project’s timeline. Setting a second key-
frame on the position property of the same layer, at a different location in space such as
the right side of the composition, at 0:03 seconds in time establishes a new value for
position.
The software interprets what happens between the keyframes, automating the pro-
cess of animation to some extent. With traditional frame-by-frame animation, we would have
to draw the asset at each distinct location, for every frame in the sequence. At 30 fps,
that would be 90 drawings to create three seconds of animation. Keyframes exponentially
increase efficiency for this kind of animation. Furthermore, digital tools afford the ability to
non-destructively adjust the values on keyframed properties, as well as the locations of the
keyframes themselves on a timeline.
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1.12
This screenshot from Adobe After Effects shows an example of the principle of duplicate and offset. We learned this
specific technique from Carlo Vega, artist and director.
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1.13
Example from Exercise 01—Emotion Graphics by Jessica Natasha. Top images are stills from the completed animation.
Bottom shows pen and paper approach of storyboards prior to motion.
Description/Creative Needs
For this exercise, create (3) different animations using basic transformations.
Basic transformations include:
• Position
• Opacity
• Scale
• Rotation
• Anchor Point
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1 Design phase: Pen and paper approach. Work in a sketchbook to roughly draw out (1)
storyboard for each of your motion exercises, for a total of (3) storyboards. The purpose
of these storyboards is to map out the primary compositions for your Motion Design
animations. Work in your sketchbook with pencils, pens, markers, and so on, or with
your preferred digital drawing tool.
2 Motion phase: Use keyframe animation to create motion of your storyboards. Restrict
design assets to simple shapes such as Solids and/or Shape Layers in After Effects.
These restrictions will force you to be creative with how you approach your design solu-
tion. Simple can be quite beautiful and challenging. Consider using contrast in visual
qualities such as size, color, and value to enhance overall screen composition.
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Professional Perspectives
Orion Tait
Orion Tait is co-chief creative officer and partner at Buck, an integrated collective of design-
ers, artists, and storytellers who believe in the power of collaboration. With a background in
filmmaking, fine arts, and graphic design, his award-winning work spans a variety of disci-
plines, and his varied body of work is rooted in visual storytelling that continues to push the
boundaries of innovation and quality in the creative arts.
Specializing in design-driven creative, Tait is an experienced and respected leader of teams
that use animation, visual effects, and live action to collaborate with clients from concept to deliv-
ery to produce work that is visceral, innovative, and diverse. He has created content and expe-
riences for a broad range of major brands from all over the world in the advertising, broadcast,
film, and entertainment industries including Coke, Nike, Google, Amazon, Facebook, Apple, IBM,
Mastercard, BBC2, and Sherwin-Williams. Tait has lectured at numerous schools and festivals
around the globe and served and chaired on several juries, including the One Show, AICP, Clios,
and the Art Directors Club.
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1.14
Beyond Magic: title sequence for David Blaine’s ABC special. 2016 Emmy Winner for Outstanding Motion Design.
Directed by Buck.
start a design and motion studio. I sent the listing to Ryan because he had just had a kid,
living in New York, and struggling at Heavy. I was like, “Look, I am not ready for this . . . but
if you don’t apply to it, I might.”
He applied and it was our other partner, Jeff Ellermeyer, who had posted the ad. Jeff
was looking to build a creative services company out of a back-end web hosting company
that he had. Jeff is about ten years older than Ryan and I and an entrepreneur who had built
a few businesses. One of those was this web hosting business. Jeff comes from a com-
puter systems background but is also a very creative person. He brought in Ryan because he
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recognized that he needed a partner. So, they partnered up and started building out of this
small Korea Town office. They lured me down to Los Angeles and I joined up and became a
partner shortly thereafter.
Because Buck has become so associated with animation, do you still see
yourselves in the creative services role?
We have changed a lot, but we also haven’t. In the beginning, we were positioned right at
this time where there was so much possibility. We could do the same thing with a laptop or
a desktop that a million-dollar Flame suite was offering. There was this grittiness to it, and
we didn’t pigeonhole ourselves. My first job at Buck was creating a website for 50 Cent, but
I was also directing an animated commercial at the same time.
We always thought of ourselves as partnering with our clients to make something inter-
esting. But even more than that, it is the way that we work. We always directed under the
name Buck, even after we became directors. We always worked like a design studio. Get the
people in the room that you need to solve a problem, whatever shape it is. If the shape is
different, add a copywriter or add a strategist. Our flexibility and our fluidity helped us evolve
in ways that I could not have imagined.
We have called ourselves an animation studio in the past. We have called ourselves a
production company. Lately, we call ourselves a creative company. Really, what it means is
that we are thinkers and dreamers as well as makers. We don’t dissociate those. We are
learning to be more focused on strategy as we bring more strategists into our team, but we
don’t separate them. We are all doing it together. We might be prototyping, we are designing
while strategizing, and checking our strategy during production.
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support, and organization to allow people to be successful without strangling their creativ-
ity in the process? How do we allow the freedom to express and break things and try new
things? It is about who you hire. This is something my partner Jeff talks a lot about, is that
we are really in the talent business more than anything. We have to be very intentional
about being a values-driven organization.
How does the studio balance passion projects with commercial projects?
We think of passion projects as creative opportunities. Intertwined within the phrase “pas-
sion projects” is the supposition that you are not really getting paid financially. We have
learned that it pays dividends that are quantifiable, but maybe not in a spreadsheet. There
is something about investing your creative capital into creative opportunity that for us has
been a really positive feedback loop. We have learned over the years to do it sustainably.
Treating a passion project like a job is really important. There is a good balance of busi-
ness and creativity that we inhabit. We recognize the value in some of the creative risks
we have taken. We can see the dot from a project like Good Books to something like Apple
Share Your Gifts, or some huge budget job—to be able to draw the line and what that has
meant for us as a business to take those risks and invest in those creative opportunities.
More recently we have been asking, “How do we track creative opportunities?”
There is a lot of software out there that tracks business metrics, but how do you gener-
ate creative opportunity? How do you track that and get data for it, to be able to see we
got more creative opportunities this year, or we were able to spread that around, or this
artist hasn’t seen as much creative opportunity? Not just looking at business metrics, but
how we look at creative metrics is a new and interesting challenge.
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Some of the advice I give to students when they are building their portfolios is to make
the work that you want to make. Put the stuff on your portfolio that is the stuff you want to
do. Create that project if you are not given that brief or opportunity, and I think that is true for
companies that are as big or established as ours.
The stakes are high at our level for some of the clients that we are working with and that
can make them risk averse. So they want to see something that has been done or had that
effect before. We never want to do the same thing again. Nobody here wants to pull out the
same bag of tricks. But sometimes when you are in high-risk place where there is a small
timeline or limited budgets, you can only do the thing that you have done before.
We have seen the dark side of that in our industry, chasing these trends that happen. As
timelines shrink and stakes get higher, clients don’t want to take those risks. Sometimes, it
is unfair that it falls on the creative agencies to invest into pushing boundaries. I wish clients
would invest more into taking those risks, rather than having studios do that. There is a real
danger there, that studios feel like, in order to make a name for themselves, they have to
invest hundreds of thousands of dollars into passion projects. For a smaller studio, it can
break them, and they can’t recover from that.
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we make it the opposite story? How do we say, “Buck grew, and they got more diverse, and
got more innovative and creative?”
The other fear that is inextricably tied to the first is the fear that we don’t take advantage
of what we built, for the fear of “fucking it up,” we don’t take advantage of this incredible
creative engine that we built that is capable of so much. How do we continue innovating
and taking risks? Those are the big challenges. But so far, we have taken these challenges
head-on, and it has been really encouraging.
There is a lot of work that we have to do to be a more diverse and inclusive place. We
are much more intentional to make sure our hiring practices are not ruled by our own biases,
1.15
The Road to Recovery: Film for Alcoholics Anonymous. Directed by Buck.
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that we are not only bringing folks in who have benefited from an education that is guided
by those biased networks. How can we continue to push and innovate? To be stronger, we
need to be more diverse. We are constantly evolving. We are a chimeric, multi-headed beast.
NOTES
1 Pak, Peter, Zoom interview with author, October 11, 2021.
2 Eckman, Chrissy, Zoom interview with author, September 8, 2021.
3 Rhythm. Encyclopaedia Britannica. Encyclopaedia Britannica, Inc. Accessed November 13, 2021.
www.britannica.com/art/rhythm-music.
4 Sarofsky, Erin, Zoom interview with author, April 12, 2021.
5 Tait, Orion, Zoom interview with author, April 20, 2021.
h 28
Chapter 2
Between the Keyframes
KEYFRAME INTERPOLATION
Very complicated processes happen within software when we animate with keyframes. The
good news is that you do not need to understand all the complex mathematics and program-
ming at work when you keyframe a layer or object. Of course, you can learn as much about
how software functions as you want. But, all you really need to learn is how to interface with
your tools and their range of capabilities.
In mathematics, interpolation is “the process of determining the value of a function
between two points at which it has prescribed values.”1 For some readers, this definition
makes perfect sense. For those who may be scratching their heads, you can think of inter-
polation as the change that happens between the keyframes. Each keyframe stores two
important pieces of data: a point in time and a value. Software knows how to “blend” or
interpolate between these keyframes to create the illusion of a smooth transition. Adjusting
the interpolation allows you to control the rate of change—or how to blend—between those
fixed values and points in time. In other words, it is the way you get from point A to point B.
Bezier Curves
Vector graphics are a type of digital media that use mathematics to generate shapes that
are scalable without loss of edge or image quality. The term Bezier curve comes from
Pierre Bézier, a French engineer who “led the transformation of industrial design and man-
ufacturing, through mathematics and computing tools, into computer aided design and
three-dimensional modeling.”2 While working for the French car manufacturer Renault,
Pierre Bézier patented the Bezier curve, which we use to create vector graphics like
fonts, logos, and shape layers. If you have ever used the pen tool inside of Photoshop or
DOI: 10.4324/9781003200529-3 29 h
j Between the Keyframes
Illustrator, you have been drawing Bezier curves! These same paths or splines are also
used for a range of 3D modeling tools. Regarding Motion Design and interpolation, Bezier
paths adjust both spatial and temporal interpolation. An examination of the anatomy of
paths and how to work with them is also invaluable to the toolkit.
2.1
A graphic representation of points and lines. The square has corner points and straight lines. The circle has smooth
points and curved lines.
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2.2
Graphic representations of interpolation types: Linear, Continuous Bezier, and Bezier.
non-linear interpolation, and there are two ways to manage them: Continuous Bezier and Bezier.
The direction and extent that a handle is moved influences the shape of the resulting curve(s).
Continuous Bezier means that adjusting a handle on either side of a point influences the
shape of both lines connected to that point. More technically, a Bezier point set to “continu-
ous” makes sure that the incoming tangent point, the point itself, and the outgoing tangent
point are colinear—meaning they form a straight line. This setting is great when you want
your paths to elegantly flow from point to point. However, Continuous Bezier will drive you
crazy when you need a path to make a hard stop and change direction, if you do not know
how to convert to the Bezier setting.
The Bezier setting uses handles, but they are not linked. That means an adjustment to a
handle in this setting will only change the curve on the handle’s side of the point. The handles
on either side of a point are independent from each other. This setting allows you to make
paths that are non-continuous. Learning how to convert path points from linear to non-linear,
Continuous to Bezier, and to manage handles is vital. Software typically has interface con-
trols and/or hot keys to accomplish this task.
Pen Tool
The pen is an amazing tool for creating freeform paths in digital programs. Learning how to
interface with the pen tool and controlling Bezier paths takes some work, but the range of
possibilities afforded by this tool are worth the effort. In Adobe Illustrator, the pen tool offers
precise control to draw vector paths that are scalable without loss of edge quality. Once
created, vector shapes are quite modular with easy access to features such as stroke width,
fill, colors, and gradients. We can also easily duplicate paths, separate them into layers, and
organize them by naming layers.
In Adobe Photoshop, the pen tool can draw vector shapes like Illustrator and can also
draw a special type of path. When the pen tool is set to draw paths in Photoshop, we can
draw a non-visible path composed of points and lines within a selected layer. The purpose of
a path in Photoshop is to be converted into a selection. Selections are part of a Photoshop
workflow that allows for precisely isolating parts of an image, such as “cutting” a figure out
of a background in a photograph. When we draw a precise path using the pen tool in Pho-
toshop and convert that path to a selection, we can copy and paste the selected part of an
image or create a layer mask to control the visibility of a layer.
In Adobe After Effects, the pen tool is used for masking techniques, which are like Pho-
toshop layer masks, except they can animate over time with keyframes. Open mask paths
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2.3
Pen tool options from Adobe Illustrator. The pen draws points and lines that compose paths. The Add Anchor Point
Tool adds points to an existing path, the Delete Anchor Point Tool deletes points from an existing path, and the
Anchor Point Tool converts points from linear to non-linear or vice versa.
drawn in After Effects with the pen tool can also be paired with effects to draw layers on and
off screen. We will examine masking in After Effects later in this chapter. The After Effects
pen tool can also create shape layers—vector layers that are like objects drawn in Illustrator
but with keyframable properties that can animate on a timeline.
In 3D programs like Cinema 4D, the pen tool draws paths called splines that can be
paired with modeling objects to generate 3D geometry. Extrudes, sweeps, lofts, and lathes
are the basic modeling tools that combine with spline paths. We can create splines directly
within Cinema 4D or import paths we draw in Illustrator. Furthermore, the pen tool and Bez-
ier curves translate into Motion Design by controlling the spatial paths of motion for objects,
layers, and cameras in both After Effects and Cinema 4D.
SPATIAL INTERPOLATION
Although Bezier curves are useful in creating shapes, they are also used to control motion.
Bezier curves have two main roles in animation. The primary role is to control the rate of
change between two keyframes. The secondary role is to control the path through space that
spatial (position-based) properties take. In Figure 2.4, we see a simple diagram of a square
moving on the X axis. The two points at the end of the line with the boxes around them sig-
nify our keyframes, where we explicitly set time and position values for our square. With two
keyframes set up, the application automatically blends, or interpolates, between those points.
The line between our keyframes is a helpful GUI called a motion path. This graphic
shows us the path through space that our square travels between keyframes. Furthermore,
the small dots along the line show us where the anchor point of our square will be at each
frame between the starting and ending keyframe. Looking at Figure 2.4, we can tell that the
animation is 18 frames long (18 dots, not counting the one at Frame 0) and that we are cur-
rently viewing the position of the square on the 12th frame. Because our square is moving
on a straight line through space between our keyframes, this diagram shows an example of
Linear Spatial Interpolation.
2.4
Graphic representation of spatial interpolation in a linear motion path.
h 32
Between the Keyframes j
2.5
Graphic representation of spatial interpolation in a non-linear motion path.
2.6
Graphic representation of the difference between Continuous Bezier, Bezier, and Corner.
Linear Spatial Interpolation is typically the default setting for Motion Design software.
First, we set a keyframe for a layer’s Position property. Then we navigate to another point
in the timeline and change the layer’s location to somewhere else in the composition. This
action sets a second keyframe for the Position property, creating motion in a straight line.
To make our path non-linear, we need to adjust the default tangent handles by clicking and
dragging them to our desired shape. (If a linear path has no tangents, we need to convert the
end points to smooth by using the Convert Vertex Tool.)
In Figure 2.5, we see an example of Non-linear Spatial Interpolation. The square is mov-
ing along a curved motion path through space. Also, notice the Bezier handles extending
from the keyframes. The direction and extent that a handle is moved influences the shape of
the resulting curve. This type of motion path creates a more organic movement than a linear
path, as nothing in nature moves in perfectly straight lines.
Once we start creating motion paths with more than two keyframes for the Position prop-
erty, it gets a little trickier, especially if we want our motion to make drastic changes in direction.
In these instances, we need to adjust the spatial interpolation of the keyframe where we want
these dramatic changes to occur. In Figure 2.6, the first keyframe is set to Continuous Bezier.
The second keyframe is converted to Bezier, allowing for a radical change in path direction.
33 h
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though she were his son instead of his daughter. Her grotesquely
plain little face and lawless domineering ways as a youngster had
appeared to please and entertain him. He had called her his “ugly
little beauty kid” and “the boss” and “Cairns II.” He had, as she had
grown older, and come home from prep school, then college, spent
long hours with her in the den. Sometimes they had played chess or
backgammon of which they were both fond. Again he would talk
freely to her of his financial operations. It was a school into which
the maxims of Brooke Hamilton would not have fitted. Peter Cairns
had made Leslie’s mind up to his own way of living as he was one
day to learn.
Realizing the flight of time she gathered herself together for the final
episode of her surreptitious errand. She rose, crossed the room to
where a rare etching hung and lifted it from its hook. The space thus
left vacant showed the indentation of a wall safe. Leslie manipulated
the tiny knob with sure fingers. She next pulled open the safe’s door
and moved a tiny switch inside the cavity. A bright light flooded it.
She ran a finger down a stack of small, black, leather-bound
notebooks, bindings out, lettered in gilt, A to Z. She drew the third
book, I to M, from the little pile and sat down with it in the nearest
chair.
“So that’s his name—Lavigne! It sounds French, but he looked more
like a dago. He’s probably forgotten his real name,” Leslie mused
satirically. “All right, Anton. I’ll proceed to tell your fortune. You are
going to receive a visit from a dark woman who knows all about
you.”
Leslie copied the address from her father’s very private directory into
a note book of her own. She replaced the little black book, closed
and locked the safe and made business-like preparations to depart.
She purposed to call at the address she had obtained that same
afternoon. It was not yet four o’clock. She could reach Anton
Lavigne at the Central Park West address in good season if she
started promptly. If he were not at home she would leave a note of
appointment with him for ten o’clock the next morning.
She let herself out of Peter the Great’s den by a curtained door at
the back of the room. It also had a spring lock, its key was also in
the financier’s possession. The stairway was in darkness but Leslie
knew her way without switching on a light at the head of the stairs.
Sure-footed, she quickly made the descent and went cautiously onto
the veranda. Still no one in sight.
Leslie kept as close to the house as she could until she reached its
front. There she crossed a strip of frozen lawn to the drive and
hurriedly followed it to the gates. She could hardly believe as she
got back into the car that she had spent over an hour in the show
shop without having seen sign of a servant. The house was in
perfect order. She was confident that Parsons was still caretaker. She
had seen signs of the steward’s expert domestic management as
soon as she stepped inside. She moodily wondered when she would
see home again. She afterward brightened a little under the dogged
determination to “make things come her way.”
When she reached the somewhat garish apartment hotel which
housed Anton Lavigne she was of the opinion that her good fortune
had held. She received the cheering information that Mr. Lavigne
was in and was soon shaking hands with the dark-faced, suave, but
keen-eyed foreigner. He came downstairs to the lounge to greet her
and conduct her to the family apartment on the fifth floor. He
inquired with the courtliness Leslie so well remembered in him for
her father. He had not seen or heard from him in some time. He
waited with admirable reserve for Leslie to state her errand.
“My father is away from New York at present,” Leslie began when he
had ushered her into a small reception hall furnished in a manner
which suggested its use as office as well. “I am through college now
and starting a business career for myself.”
“Indeed,” Lavigne raised polite commendatory brows. “May I ask,
how long you have been engaged in such an enterprise. You
American girls are so amazing. The English girls, too, for that matter.
In France every woman is a business woman, so we say, but
American girls are the business adventurers. They plan business on
a large scale, and really accomplish what they plan.”
“I hope I shall,” was Leslie’s fervent reply. “My father isn’t helping
me at all. I don’t wish him to do so. I am using my own money, and
he isn’t giving me a word of advice. All I claim from him is a free use
of some of his most private successful methods. That is why I am
here. I know you can be as useful to me as you have been to him.”
She suddenly fixed her eyes on Lavigne with an expression
startlingly like that of Peter Cairns, though she bore small physical
resemblance to him.
“You speak with great confidence—with frankness.” Lavigne’s thick
dark brows drew together. “I knew when you were announced that
you wished something out of the usual. Only your father, Mr. Peter
Cairns, and a few of my special friends have this address.” He gazed
steadily at her as though waiting to hear a certain assurance from
her which his foreign mind toward caution demanded.
“I have just come from the house on Riverside Drive. I took your
address from its usual place. Do you get me?” Leslie spoke in the
best imitation of her father she could muster.
“Ah, yes.” There was relief in the response. “I understand the
situation, I believe. What can I do for you, Miss Cairns?” It had long
been known to Lavigne that Peter Cairns’s greatest interest in life
was his daughter. Such a calamity as an estrangement between the
two would have seemed impossible to this man who had been one
of the financier’s ablest allies for many years. He now believed that
his best interests lay in serving Leslie.
Leslie could tell nothing of the man’s thoughts by watching his face.
No expression or emotion contrary to Lavigne’s will was allowed to
appear on his dark features.
“My business operation is the building of a garage not far from the
campus of Hamilton College. Hamilton is my—er—the college I went
to.” Leslie always stuck at the words “Alma Mater.” “I had a good
deal of trouble obtaining the site, due to the underhandedness of a
crowd of would-be welfare students who tried to make me give it up
to them. They wanted it for a dormitory.”
Lavigne smiled with heartening sympathy and made a gesture of
understanding regret for Leslie’s troubles.
“I found out what their scheme was and managed to get into touch
with the owner of the property before they did. Before he closed
with me they let him know they wanted the site and he charged me
sixty thousand dollars for what I should have paid not more than
thirty-five or forty thousand. When they discovered I had won out
over them they made a great fuss. They circulated very hateful
gossip about how dishonorable I was, and so forth. A rich old crank
at Hamilton, the last of the Hamilton family, sided with these
students against me, though she’d never met me, and presented
them with a dormitory site right next to the property I had bought.
Can you beat that?” Leslie had forgotten dignity in slangy disgust for
the way the matter had turned out.
“Incredible, yet true.” Lavigne lightly raised a hand. “But proceed,
Miss Cairns. I am deeply interested.”
Leslie went on to explain regarding the old houses standing on both
pieces of property. “These students have the advantage of the
services of the only builder and architect of ability in that part of the
country. He knows the labor situation there. He has had plenty of
men since the start. I have a New York firm on the job and they are
slackers. They claim they can’t get the laborers. My ground hasn’t
been cleared off yet. My garage building isn’t started. The old
dormitory is half up. I must do something about it. Two-thirds of
those laborers are Italians, from an Italian colony outside Hamilton. I
want them to work for me. I’ll pay them double, triple, if necessary,
to quit the other operation.”
She stopped. Not for an instant did her gaze leave Lavigne’s face. He
was now looking at her very shrewdly, an odd gleam in his black
eyes. Leslie thought they twinkled. It put her on her mettle.
“This isn’t a schoolgirl quarrel I’ve had with these other students, Mr.
Lavigne,” she said a trifle sullenly. “If you want to know the secret
truth it’s a fight between another student and myself for—to bring
about a certain result. I have as much right to the use of these men
as she—as they—these students have. I don’t care what I pay you to
have you help me. I have a large fortune in my own right. I can
soon prove it to you. This business is really a race to see which side
wins. I’ll win, if you’ll help me. No one need even suspect you of
being concerned in the matter. I want you to engineer it. That’s the
way you’ve always worked for my father, isn’t it?” Leslie asked the
question with innocent ingenuousness. She understood, however,
precisely how much depended upon it.
“Your father’s and my transactions have always been conducted with
great discretion,” was the indirect admission.
“I know that. I know all about certain deals between you and him in
the past. If I didn’t, would I be here now? It’s not simply a question
of the garage operation with me. I’m fighting to assert myself. I’m
going to follow my father’s methods. They’ve been absolutely
successful. What I want I intend to get, if those who can give it to
me are willing to sell out.” Leslie asserted boldly.
“Of course, of course. You are like your father. You are not a minor,
Miss Cairns?” Lavigne inquired tentatively.
“Hardly.” Leslie smiled. “And you don’t have to consult my father. He
has told me to do as I pleased with my own money. I’ll ask you to
observe absolute secrecy in the matter. When the battle is won, then
he is to be told.”
“You may trust me to serve you as best I can, Miss Cairns,” Lavigne
declared with flattering sincerity. “In a few days I will go to Hamilton
and look over the situation. I can tell you then what ought to be
done. Where shall I address you?”
“At the Essenden until day after tomorrow. Then I’m going back to
Hamilton. My address there is the Hamilton House.” Leslie rose to
conclude her call. She was reminded that her father’s interviews with
others were always brief. She was experiencing all the sweetness of
vengeful exultation. At last she was going to “get back at Bean.”
CHAPTER XX.
MARJORIE’S CALLER
MOVING DAY
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