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Merge and unify keyframes together.
Animo is a great tool to use when trying to edit a set of keyframes easily. Animo will merge any selected keyframes into one unified keyframe set that is built onto an Animo Controller. This Animo Controller is helpful because it binds properties with multiple parameter pairs into one easy-to-work with ease curve.
Additionally, this Animo curve converts an animation into a percentage (0-100%) so, the Animo Controller can be used to reverse, or stutter through an animation. When paired with Delay or, other time-based tools can cause animations to look different when reversed etc.
- 1.Select any animated properties with 2+ keyframes.
- 2.With the keyframes selected, click Animo
- 3.on the Animo options screen, add a Controller name and select if you'd like to Shy the selected layers (which can be helpful, if you plan to work with the Animo Controller curve) or, if you'd like to add a Keyframe to the Animo curve at the current CTI (helpful if you use the shortcut 's' to Show Animated Properties in After Effects)
- 4.click the Animo button again to create the Controller.
The Animo system is controlled through a single Effect Control; although multiple Animo controllers can be placed on a single Layer. On the general level, you can Enable or Disable the Animo effect (which is helpful if you want to preview the original animation, or change keyframe values) and change the Animo playback percentage.
Spectre might be the most interesting tool in Motion (so far). This layer creates a "ghost" that can overlap other Layers and the overlap percentage is converted to animation "playback." Through this option, animations can literally affect and move themselves leading to very unique and visually exciting animations.
- 1.Setup a Trigger by choosing a layer that you would like the Animo Controller to look for and read
- 2.Select the option to also calculate Effects & Masks if you'd like to interpret every part of the animation
- 3.Increase/decrease the Multiplier to scale up the Output % (for example: if you'd like a small object to have a big impact on the Animo playback)
Since Animo binds keyframes sets together, they can be easily Looped as a group either as a Cycle, or Ping-Ponged. What is cool about this kind of Loop, is if there were any changes to the Animo Curve those ranges will also be pushed into the Loop.