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Motion graphics with After Effects

Animation / VFX / Game Design (B.Sc / B.Des) · 2D and motion · free study notes for exams, placements and interviews

In short

Motion graphics is design in motion — type, shapes, logos, icons, charts and photographs animated over time, as distinct from character animation. Adobe After Effects is the industry-standard compositing and motion-design tool: a layer-based timeline where every property can be keyframed, driven by expressions, nested into precomps and composited with effects, mattes and 3D cameras. It matters because almost every Indian studio deliverable — a broadcast lower third for Star or Zee, an explainer for Unacademy or Physics Wallah, a product film for Flipkart, an OTT title sequence, a UI animation exported as Lottie — passes through it. Universities examine it in the 2D/motion papers of B.Sc Animation and B.Des courses, usually as composition settings, interpolation theory, matte and keying workflow, and render/delivery specifications. Placement tests are practical: a 10-second animated lower third or logo reveal in a timed studio round, plus a showreel built from exactly this skill.

Explained

How After Effects is organised

Composition settings, time and frame rate

Keyframes, interpolation and the Graph Editor

Building elements: shapes, text, masks and mattes

Effects, 3D, tracking and expressions

Rendering, codecs and delivery

Key points

Formulas and examples

Frames N = duration t (s) × frame rate f (fps); t = N / f
Timecode: HH:MM:SS:FF, with FF from 0 to f−1; frame number = ((HH×3600 + MM×60 + SS) × f) + FF
Frame aspect ratio = (pixel width / pixel height) × PAR
Scale (%) = (required size / native size) × 100
Average speed v = Δposition (px) / Δtime (s) = Δposition × f / Δframes
Shutter (exposure) time = shutter angle / (360 × f) seconds; motion-blur streak ≈ v × exposure time (px)
Linear interpolation: value = v₁ + (v₂ − v₁) × (t − t₁)/(t₂ − t₁)
Time stretch: new duration = original duration × stretch% / 100; playback speed = 100 / stretch%
Uncompressed frame size (bytes) = W × H × channels × bytes per channel; data rate = frame size × f
Render time ≈ number of frames × average time per frame

Example 1 — frames and timecode. A comp runs 8 s at 24 fps → N = 8 × 24 = 192 frames (last frame is 191, timecode 00:00:07:23). The same 8 s at 25 fps = 200 frames. Frame 3787 in a 25 fps comp: 3787 / 25 = 151.48 s → 151 s = 2 min 31 s, and 0.48 × 25 = 12 frames → 00:02:31:12.

Example 2 — speed and motion blur. A logo slides 1920 px across the frame in 40 frames at 24 fps.

Example 3 — linear interpolation and easing. Opacity keyframed 0% at frame 0 and 100% at frame 30, linear. At frame 12: 0 + (100 − 0) × 12/30 = 40%. With Easy Ease on both keyframes the same frame reads roughly 35% (default 33% influence gives 3t² − 2t³ = 0.352 at t = 0.4; the exact figure depends on the Bezier handles) — proof that easing changes the value at a time, not the end points.

Example 4 — scale, data rate and RAM preview. A 1920×1080 comp at 25 fps, 8 bpc with alpha.

Example 5 — time stretch and render budget. A 6 s (150 frames at 25 fps) element given 250% time stretch becomes 150 × 2.5 = 375 frames = 15 s, playing at 100/250 = 40% speed; Frame Blending or Pixel Motion is needed or it will judder. Rendering 1,500 frames at an average 2.4 s per frame takes 1,500 × 2.4 = 3,600 s = 1 hour; halving preview resolution does not reduce the final render, but multi-frame rendering across cores does.

ChoiceUse it forLimitation
Shape layerIcons, lines, infographics, LottieNo raster texture; heavy with many repeaters
Raster (PNG/PSD)Illustrations, photosSoftens above 100% unless very large
Track matteQuick alpha/luma cut from the layer aboveUses up the layer above; one matte per layer
MaskReveals, rotoscoping, garbage mattesPer-layer, drawn by hand, costly to animate
ExpressionLoops, rigs, follow-through, offsetsHarder to art-direct; errors disable the property
FormatAlphaTypical use
H.264 .mp4NoClient review, social, web
ProRes 422 HQNoBroadcast/OTT master
ProRes 4444YesElement with transparency
PNG / TIFF sequenceYesSafe long renders, stills
EXR / DPX sequenceYes (EXR)VFX pipeline, 32-bit float
Lottie JSONYesApp and web UI animation

Where it is used

Interview questions

Common mistakes

Related topics

2D animation: traditional and digital · Design software: Adobe tools · Compositing and keying in Nuke · Video editing and post-production workflow · Typography and layout for screen · 3D animation and rendering basics

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