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The timeline in Adobe Animate organizes and controls a document's content over time in layers and frames. Like a movie film, Animate documents divide lengths of time into frames. Layers are like multiple filmstrips stacked on top of one another, each containing a different image that appears on the Stage.

The major components of the Timeline are layers, frames, and the playhead. The timeline shows where animation occurs in a document, including frame-by-frame animation, tweened animation, and motion paths.

Controls in the layers section of the timeline let you hide, show, lock, or unlock layers, and display layer content as outlines. You can drag timeline frames to a new location on the same layer or to a different layer. You can toggle from the default multi-layer view to a current layer view by clicking the Layer view icon on the upper left.

It creates a layer depth panel and allows you to modify the depth of active layer provided in the list. When an animation is played, the actual frame rate is displayed. Onion skinning has been revamped and made simpler. You can enable onion skinning by clicking the onion skin button. Onion Skinning is further enhanced to selectively exclude and include frames by right click any onion skin frame within the onion skin range.

For more information, see Using Onion skinning. Opacity of first onion frame B. Decrease opacity across onion frames C. Show keyframes only D. Anchor markers. Click and hold the mouse on the Edit Multiple Frames button to view and select Edit selected range and edit all frames. Click to disable and enable the Edit Multiple Frames mode.

Click and hold the mouse on the Create Tween icon to view and select the options. Select the frame span in the timeline and click Create Tween to create a tween as per the recent selection. By default, the timeline appears below the main document window. To change its position, detach the timeline from the document window and float it in its own window. You can dock it to any other panel of your choice. You can also hide the timeline. To change the number of layers and frames that are visible, resize the timeline.

To view extra layers when the timeline contains more layers than can be displayed, use the scroll bars on the right side of the timeline. To move the timeline when it is docked to the document window, drag the title bar tab at the upper-left corner of the timeline.

To dock an undocked timeline to the application window, drag the title bar tab to the top or bottom of the document window. To dock an undocked timeline to other panels, drag the timeline title bar tab to the location you choose.

To prevent the timeline from docking to other panels, press control key while you drag. A blue bar appears to indicate where the timeline will dock. To lengthen or shorten layer name fields in the timeline panel, drag the bar separating the layer names and the frames portions of the timeline. Click the hamburger menu in the Timeline header. Select Short , Medium, or Tall. Right-click Windows or Control-click Macintosh the layer name and select Properties from the context menu.

In the Layer Properties dialog box, select an option for layer height and click OK. You can pin or color a layer for easy identification by clicking on the dot that appears just after the layer name.

When enabled, an underline with the layer outline color appears across the layer for a quick layer recognition. If the timeline is docked to the main application window, drag the bar separating the timeline from the stage area. If the timeline is not docked to the main application window, drag the lower-right corner Windows or the size box in the lower-right corner Macintosh. The blue playhead at the top of the timeline moves as a document plays to indicate the current frame displayed on the Stage.

The timeline header shows the frame numbers of the animation. To display a frame on the stage, move the playhead to the frame in the timeline. To display a specific frame when you are working with many frames, move the playhead along the timeline. The timeline displays the time in seconds along with the frame numbers. This feature allows faster conversion from frames to time and also keeps you aware of the frames per second fps value you have set throughout the animation process.

You can manage animation speed by scaling the frame spans, by animating based on time intervals, or you can extend and compress animations by using time controls. You can change frames per second fps for your animation without having to change the animation speed. Use the Scale Frame Spans option as you change fps to keep the time intact. Turn your frame spans into 1s , 2s , 3s or to any desired interval. This feature works on classic tween span, shape tween span, motion tween span, keyframe span, or on a blank keyframe span.

Convert to Frame-by-Frame animation option is available in Modify menu. You can also assign your desired keys in keyboard shortcut dialog to perform these tasks. Now, you can extend the frame duration of selected frames by entering desired number of frames in Expand frame span field. The duration of the selected frames are increased by the number entered in the Expand frame span. You can extend or reduce time for the selected span on the timeline.

Select the frame span and drag the right-side edge of the selected span on timeline, forward or backward. The frames within the timeline are adjusted automatically.

You can replicate your animations multiple times x2, x3, and so on by dragging the spans in timeline. You can also compress the frames to their normal position, after extending them.

While dragging, as shown in the following screenshot, you can view the animation in multiples such as x2 , x3 , and so on. In the following screenshot, you can view the extended span in multiple of x2. The frame duration can now be extended by entering desired number in Expand frame Span field. The duration of the selected frame is increased by the number of frames entered in the Expand Time Span.

Now, you can click the Step back one frame or step forward one frame button to move to the previous or next frame. Also, click and hold the mouse on the Step back one frame or step forward one frame button to move to the first or last frame respectively. You can navigate between keyframes on the active layer using the Control menu.

You can navigate between keyframes on the active layer using the left and right controls on the layer. Also, you can use the menu and keyboard shortcuts. Keyframes, blank keyframes, and frames can be added by just a click of the button on the timeline. Click and hold the mouse on the Keyframe icon to view and select the options.

Select a frame in timeline and click Keyframe icon to insert frame, keyframe, or blank keyframe as per the recent selection. Inserting keyframe or blank keyframe in Timeline panel now has a visual feedback. A subtle glow indicates that the operation has been carried out. A subtle glow effect indicates that the operation has been carried out. To view only the active layers in the timeline, click and hold the mouse on the Timeline View option and select Active Layer Only.

With the customizable timeline, you can choose what action buttons to be displayed in the timeline toolbar. In the hamburger menu of the timeline, click Customize Timeline Tools. A panel with toolbar buttons displays, which could be either added or removed from the timeline toolbar. Click anywhere outside the panel to close it. When the panel is open, buttons that are displayed on the timeline toolbar are selected in the panel.

To toggle button selection, click the appropriate buttons. Changes are immediately shown in the timeline toolbar. Timeline toolbar has a few options which are grouped in a single button. Long click the button to reveal all options grouped in the button. In the toolbar panel, the above options appear as a grouped button, and individual buttons.

If a group button is selected, individual buttons in that group are automatically deselected. And if any individual button in the group is selected, the group button in deselected. Two such groups exist in the tool panel. One for inserting keyframes or frames, and the other for inserting tweens. There are a few buttons in the tool panel that are selected and deselected in pairs. For example, buttons to step keyframes backward or forward, and buttons to step single frame back and forth.

If you want to discard any changes in the configuration panel and revert timeline toolbar to the default state, click Reset Timeline Controls. We've got you covered on how to use and personalize your Timeline. You can now learn how to create animations using Assets Panel. Legal Notices Online Privacy Policy. User Guide Cancel.

   

 

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I had a messy experience here with inline svg and animation. Thanks for the good advices. I use inkscape on linux. Very nice post, I have also created a post not long ago about SVGs and animation of them. You can find it here: animating-properties-of-injected-svg-elements. I think SVGs are terrific for multiple purposes but they are not getting the attention they deserve, especially in this new multi-screen era that we are experiencing, their scalability is life-saving.

Thanks for tutorial. I prefer the invisible gradient technique as fallback for SVG. You definitely can style them with CSS. A very good article, although not comprehensive — it lacks information about using links inside an SVG as well as the possibilities for animation although that would require an article all by itself. I have been meaning for a long time to use SVG in a website but for the moment I only use it to create procedural graphics, like Guilloche patterns, such as this example-.

Guilloche experiment 1. Really wish this post existed 6 months ago. Google used to return so many horrible adobe links from when you googled anything about SVG. Hi there! I just want to point out that SVG actually can be considered an application engine with vector graphics presentation built in, as you can script the document and css it very much like you do with HTML.

One minor correction: base64 encoded svg for data-uri will always be more bytes than an un-encoded svg. Android 2. Supports multiple bg images but not SVG. Requests both, displays neither. All browsers that support SVG background images also support background-size unprefixed.

SVG should be used more. Wikipedia is the only website that comes to mind that uses SVG on a regular basis. Actually have started using SVG just few days back so I am new at it.

But the biggest advantage is that I can simply create vector graphics in software like Illustrator and use them as SVG in my designs. They are helping me reduce the size of my designs to a great extent. Also, as mentioned by caniuse. This is amazing resource. I read a lot about SVG, but never used it on my projects. Will do in future for sure! If you want to create your own specific chart or image crop and rotate widget, for example, you can achieve it simply and easily with this library.

This means every graphical object you create is also a DOM object, so you can attach JavaScript event handlers or modify them later. Check out the demos on their site.

I use it for custom charts, which were previously drawn using a graphics library on the server and streamed as images to the browser. Doing it with SVG has allowed me to interact with the charts in Javascript, for example I can highlight a plot on the chart when the user hovers over a name in the legend. I wrote it up here. This is awesome, Chris! Thanks a lot for putting all this together. Thanks again. Great article. One other useful bit of knowledge.

I think we could do more with the SVG compared to the Canvas, but by its slowness, we have to resort to the canvas. I opened this article thinking it would be a little explanation and some code snippets. However, my mind was officially blown from start to finish. Insanely good article, this one is totally getting a bookmark. Thank you Mr. Coyier for filling my brain with some more goodness. Saving it for later. I am also really confused between all the SVG vs Canvas stuff in the context of web gaming.

This is the first time I have heard about this. More people should know about this. I am definitely tweeting this one! I am going to use this format for a website logo. If you consider it part of the content, then it deserves an img tag. If you think it is presentation only, then make it a background image via CSS.

Well I am pretty certain the main logo of a website is content, and not presentation. So using an IMG tag would be best practice. My question in this instance was semantics vs performance. This decision is giving me now some really hard times. I managed to add the dropshadow as a filter directly into the svg. The cool thing is that it renders well into any of the browser I used in the android device.

But when you open the app created from the same html5 with phonegap and run into the same device the dropshadow filter is not rendered. Does anyone has an idea why phonegap seems to strip filters from the svg? Okay, I am still not clear about what format of SVG to use.

For example, for animating with CSS3, which method is the best? Also, for making responsive graphics like logos which one is the best? I have seen many people suggesting different things but there should be at least one that works well for styling and manipulating with CSS….

Just discovered one caveat when styling the fill property with CSS — you need to remove any hardcoded fill attribute that Illustrator exports. If you target the svg element that has the fill property it overrides hard coded attributes. Such a shame you have to embed the SVG XML in a page to style it, it would have been so powerful to have multiple instances in a page and style them differently based on their context. From the site:.

Yes — as I mentioned and this guy replied. Some of the included examples in their documentation are hard to follow, but most everything you need is there. Drop a line with questions. I am testing the site in Chrome latest version. So if the document is being cached, the inline SVG is being cached too?

For me, it seemed that if opened the file in a text editor and deleted those phrases, it worked fine. Good tip on the blur in Firefox. Most of my images look fine in Firefox, so I stopped looking carefully at each one in FF, but there are a few that scaled up images that look bad. Reading this has brought back bad memories of php… Such an annoying language, the verbose requirements of semi-colons…. Chris Coyler if your page cache is being invalidated by simple changes like comments, then you need to look at using a better templating system.

Nothing to do with your language of choice. Possible workaround would be ajaxing in truly dynamic content like the comments, but then you have to jump through crawler hoops to index it.

Hi, I just used based on a video of teamtreehouse with a correction in conditional comments by Ian Lunn a svg as a logo with conditional comments as a fallback to a png… here is the code:.

There are or should be, in IE9 svgs in the top right corner of each of the 6 white panels here. And it should work just fine. You rock! My viewport was missing!! No more coding at 3am. Thanks so much for catching that, I could have sworn I had one in there.

So, for IE9 there seems to be good reason to include a height and width, check out this blog post. I always define height and width with CSS and omit them from the. After some further unintentional science, I seem to experience occasional problems using. Confusingly, I can experience problems by omitting the height and width within the.

Thank you for your detailed coverage of SVG images, Chris. It was very helpful for me, since we plan to use it in some Apps Webkit only. Firstly Chris, a massive thank you for the write up. I gained a huge amount of knowledge.

I have my SVG base64 encoded using Mobilefish. One extra trick for the list, purely for completeness if nothing else. Then pretend I knew your address. How you write—articulating in easy-to-understand language—is balm to my soul.

I almost got scared away. Talk about confusing. I meant it! Thank you so much man!!! Nice one Chris, already started using it for a client. Very good writeup, maybe better than MDN as far as practicality goes. Thanks again! It seems like IE will only display the svg centred. Cannot seem to override this. I initially had the aligment included in a background shorthand, but also tried separating the css background declarations to no avail.

Hi, thank you for this useful guide. Of course it has pros and cons. And the CSS can be improved it is just experimental. One thing, I have discovered, not sure if this is valid for all file sizes, but the base64 encoding is much larger then pure SVG code. Jan nice work. Sorry to post this here rather than your support forum, but I noticed the top-right and bottom-left stripes in the AU flag are off…. Great inspiring article. I even converted my logo to an svg — the language seems straightforward enough.

One last puzzle for me is the danged css. This seems to ensure the gradient proceeds on down the viewport even on pages whose content is very brief.

Like one-liners. However, the gradient gets stretched to the full length of the content instead of the viewport for longer pages. How consistently device-agnostic to fill the viewport? Thank you for the article — I am new to svg and Illustrator and this helped me enormously. I have made a glass button in Illustrator as per these simple instructions and saved it as an svg file using your recommended settings above. I have googled this for a solution until my fingers are bleeding but cannot find one anywhere — is there one?

I want to use an svg file for a very small icon in a menu combating the zooming problems however it is appearing with a white background.. Is there a way around this?? I tried doing a display:block on a parent div and putting the over on that. I hope that makes sense. The inside of the envelope is transparent. I solved the problem above by using a hover on a group, defining an opacity 0 rectangle inside, then having my path.

Can any kind soul tell me in simple english how one can place an. Thanks for the article! The issue with Firefox making scaled SVGs blurry, mentioned above, has been fixed from version 24 and up. The most recent version at the time of writing this is Am I missing something? Can anyone point me to a site that shows a clean swap from svg to png in IE8 using that global script? I would love a global solution for that as now we just degrade the whole site and suggest they might want to think about a newer browser.

Based on your article, I made a command line SVG optimizer and base64 encoder. I have a Q? I used the object route for the. I did make my. It was my first attempt as I want all my vectors to be.

From the article, it seems that this should be the default behavior. Is there a setting I need to make in order for the svg to pick up the size of the artboard?

Currently, when I open it in the browser, it renders the full height and width, not the settings I gave it. Is there a fix for that? I am however wondering if any one can assist me with an issue I am tackling. I am then including the logo using the method. Is this possible to do with CSS? Why use SVG at all? Small file sizes that compress well Scales to any size without losing clarity except very tiny Looks great on retina displays Design control like interactivity and filters Getting some SVG to work with Design something in Adobe Illustrator.

Both can be useful. Browser support Using it this way has its own set of specific browser support. One way is to test for support with Modernizr and swap out the src of the image: if! Now you can control with CSS! And a drag-and-drop tool. Compass has a helper for data URIs too. Tom Hermans. Permalink to comment March 5, Permalink to comment April 2, Jake Rayson. Permalink to comment March 7, Ravish Malik. Permalink to comment October 7, Ben Frain. Permalink to comment March 21, Shaimoom Newaz.

Permalink to comment March 6, Nice post Chris! Tiny bug in your object fallback though:. Chris Coyier. Karl Spencer. Anyway, thanks for such a thorough review Chris! Much appreciated. I had an issue with svg in ie10 and possibly 9 recently.

Vinay Raghu. Permalink to comment March 13, You can also try:. Permalink to comment December 25, Peter Foti. Matthew Lein. Chris, please mention this important SVG issue with Firefox: In Firefox, SVG used as a css background-img is bitmapped at its original designed dimensions, before it is scaled up or down. Permalink to comment March 8, Karl Kelman. Permalink to comment March 25, Stripping out height and width from the.

Humbled and proud to be a part of this article. Thank you, kind sir. Philippe Michou. You can find it here: animating-properties-of-injected-svg-elements I think SVGs are terrific for multiple purposes but they are not getting the attention they deserve, especially in this new multi-screen era that we are experiencing, their scalability is life-saving.

What kind of magic base64 encoder do you use to make it shrink? Base64 is larger than raw formats, including plain text. Fantastic information. Excellent article. Just one remark. Robert D'Arcy. I have been meaning for a long time to use SVG in a website but for the moment I only use it to create procedural graphics, like Guilloche patterns, such as this example- Guilloche experiment 1.

James Nowland. Christian Krammer. Wow, great article Chris. I just skimmed it, but will definitely dive into it soon. Pete B. Brad S. Fantastic article. It for this sort of stuff that I subscribe! Thanks :. Johnny Martin. Apparently Android 2. Requests both, displays neither — Tim Kadlec tkadlec February 25, How many iterations of the Output Cycle the input color range is mapped to.

The default value of 1 maps the input range to one iteration of the Output Cycle, from input black at the top of the Output Cycle wheel, clockwise to input white at the top of the Output Cycle wheel. A value of 2 maps the input range to two iterations of the Output Cycle. Use this option to create a simple palette and repeat it many times throughout a gradient. Interpolate Palette. Colors between triangles are interpolated smoothly. When this option is deselected, output colors are posterized.

Modify controls specify which color attributes the Colorama effect modifies. For subtle refinement of images, choose the same color attribute for Input Phase and Modify.

For example, choose Hue from both menus to simply adjust Hue. Modify Alpha. To smooth the edges, deselect Modify Alpha.

Using this method, you can adjust the levels of only the alpha channel without also changing the RGB information.

Change Empty Pixels. The influence of the Colorama effect extends to transparent pixels. This setting works only if Modify Alpha is selected. These controls determine which pixels the effect affects.

Matching Color. The center of the range of colors of pixels that the Colorama effect modifies. To select a specific color in the image using the eyedropper, turn off the Colorama effect temporarily by clicking its Effect switch in the Effect Controls panel. How far a color can be from Matching Color and still be affected by the Colorama effect. When Matching Tolerance is 0, the Colorama effect only affects the exact color selected for Matching Color.

When Matching Tolerance is 1, all colors are matched; this value essentially turns off Matching Mode. How smoothly the matched pixels blend into the rest of the image. For example, if you have an image of a person wearing a red shirt and blue pants, and you want to change the color of the pants from blue to red, subtly adjust Matching Softness to spread the matching from the blue in the pants into the shadows of the pants folds.

If you adjust it too high, the matching spreads to the blue of the sky; if you adjust it even higher, the matching spreads to the red shirt.

Matching Mode. What color attributes are compared to determine matching. In general, use RGB for high-contrast graphics and Chroma for photographic images. The layer to use as a matte. Masking Mode specifies what attribute of the Mask Layer is used to define the matte. The matte determines which pixels of the layer to which the effect is applied are affected by the effect. Composite Over Layer.

Shows modified pixels composited on top of the original layer. Deselect this option to show only modified pixels. The Curves effect adjusts the tonal range and tone response curve of an image. The Levels effect also adjusts tone response, but the Curves effect gives you more control. With the Levels effect you make the adjustments using only three controls highlights, shadows, and midtones.

With the Curves effect, you can arbitrarily map input values to output values using a curve defined by points. When you apply the Curves effect, After Effects displays a graph in the Effect Controls panel that you use to specify a curve. The horizontal axis of the graph represents the original brightness values of the pixels input levels ; the vertical axis represents the new brightness values output levels.

In the default diagonal line, all pixels have identical input and output values. Curves displays brightness values from 0 to 8 bit or 16 bit , with shadows 0 on the left.

If the image has more than one color channel, choose the channel you want to adjust from the Channel menu. RGB alters all channels using a single curve. To adjust the curves in the Curves effect automatically, click the Auto button beneath the curves in the Effect Controls panel. This automatic adjustment is based on a database of curve adjustments performed by color and photography experts on a broad range of input images.

The adjustment made to an image is an interpolation between the adjustments made to reference input images with similar color distributions. To smooth the curve, click the Smooth button. To reset the curve to a line, click the Reset button. The curve type is determined by the last tool used to modify it. You can save arbitrary map curves modified by the Pencil tool as.

You can save curves modified by the Bezier tool as. The Equalize effect alters the pixel values of an image to produce a more consistent brightness or color component distribution. The effect works similarly to the Equalize command in Adobe Photoshop. RGB equalizes the image based on red, green, and blue components.

Brightness equalizes the image based on the brightness of each pixel. Photoshop Style equalizes by redistributing the brightness values of the pixels in an image so that they more evenly represent the entire range of brightness levels.

Amount To Equalize. How much to redistribute the brightness values. Use the Exposure effect to make tonal adjustments to footage, either to one channel at a time or to all channels at once. The Exposure effect simulates the result of modifying the exposure setting in f-stops of the camera that captured the image.

The Exposure effect works by performing calculations in a linear color space, rather than in the current color space for the project. The Exposure effect is designed for making tonal adjustments to high—dynamic range HDR images with bpc color, but you can use the effect on 8-bpc and bpc images.

Individual Channels. Simulates the exposure setting on the camera that captures the image, multiplying all light intensity values by a constant. The units for Exposure are f-stops. Gamma Correction. The amount of gamma correction to use for adding an additional power-curve adjustment to the image.

Higher values make the image lighter; lower values make the image darker. Negative values are mirrored around zero that is, they remain negative but still get adjusted as if they were positive.

The default value is 1. Bypass Linear Light Conversion. Select to apply the Exposure effect to the raw pixel values. This option can be useful if you manage color manually using the Color Profile Converter effect. For pedestal and gain, a value of 0. The Black Stretch control remaps the low pixel values of all channels. Large Black Stretch values brighten dark areas.

Gamma specifies an exponent describing the shape of the intermediate curve. The Pedestal and Gain controls specify the lowest and highest attainable output value for a channel. This effect is based on the color wheel.

Adjusting the hue, or color, represents a move around the color wheel. Adjusting the saturation, or purity of the color, represents a move across its radius. Channel Control. Channel Range.

The definition of the color channel chosen from the Channel Control menu. Two color bars represent the colors in their order on the color wheel.

The upper color bar shows the color before the adjustment; the lower bar shows how the adjustment affects all of the hues at full saturation. Use the adjustment slider to edit any range of hues.

Specifies the overall hue of the channel chosen from the Channel Control menu. Use the dial, which represents the color wheel, to change the overall hue. The underlined value displayed above the dial reflects the number of degrees of rotation around the wheel from the original color of a pixel. A positive value indicates clockwise rotation; a negative value indicates counterclockwise rotation.

Master Saturation, Master Lightness. Specify the overall saturation and lightness of the channel chosen from the Channel Control menu. Adds color to a grayscale image converted to RGB, or adds color to an RGB image—for example, to make it look like a duotone image by reducing its color values to one hue. Specify the hue, saturation, and lightness of the color range chosen from the Channel Control menu. After Effects displays only the sliders for the Channel Control menu choice.

Choose a preset color range for the color you want to adjust, and then use the sliders for that color range. Drag one or both of the white triangles to adjust the amount of feather without affecting the range. Drag one or both of the vertical white bars to adjust the range. Increasing the range decreases the fall-off, and vice versa. The Leave Color effect desaturates all colors on a layer except colors similar to the color specified by Color To Leave.

For example, a movie of a basketball game could be decolored except for the orange of the ball itself. John Dickinson provides an example of using the Leave Color effect on his Motionworks website. Amount To Decolor. How much color to remove. The flexibility of the color-matching operation. Edge Softness. Choose Using RGB to perform more strict matching that usually decolors more of the image. The Levels effect remaps the range of input color or alpha channel levels onto a new range of output levels, with a distribution of values determined by the gamma value.

This effect functions much the same as the Levels adjustment in Photoshop. This effect uses GPU-accelration for faster rendering.

By choosing Alpha from the Channel menu, you can use the Levels effect to convert completely opaque or completely transparent areas of a matte to be semitransparent, or to convert semitransparent areas to be completely opaque or completely transparent. Because transparency is based on the monochrome alpha channel, the controls for this effect refer to complete transparency as black and complete opacity as white.

Use Output Black Level of 0 and Input Black Level greater than 0 to convert a range of semitransparent areas to be completely transparent. Use Output White Level of 1. Use Output Black Level greater than 0 to convert a range of completely transparent areas to be semitransparent. Use Output White Level less than 1. The Levels Individual Controls effect functions like the Levels effect but allows you to adjust the individual color values for each channel, so you can add expressions to individual properties or animate one property independently of the others.

See Levels Individual Controls effect. Shows number of pixels with each luminance value in an image. See Color correction, color grading, and color adjustment. Tip : Click the histogram to alternate between showing colorized versions of the histograms for all color channels and only showing the histogram for the channel or channels selected in the Channel menu. Input Black and Output Black.

Pixels in the input image with a luminance value equal to the Input Black value are given the Output Black value as their new luminance value. The Input Black value is represented by the upper left triangle below the histogram.

The Output Black value is represented by the lower left triangle below the histogram. Input White and Output White. Pixels in the input image with a luminance value equal to the Input White value are given the Output White value as their new luminance value.

The Input White value is represented by the upper right triangle below the histogram. The Output White value is represented by the lower right triangle below the histogram. The exponent of the power curve that determines the distribution of luminance values in the output image. The Gamma value is represented by the middle triangle below the histogram. These controls determine the results for pixels with luminance values that are less than the Input Black value or greater than the Input White value.

If clipping is on, pixels with luminance values less than the Input Black value are mapped to the Output Black value; pixels with luminance values above the Input White value are mapped to the Output White value. If clipping is off, the resulting pixel values can be less than the Output Black value or greater than the Output White value and the Gamma value affects.

The Levels Individual Controls effect functions like the Levels effect but allows you to adjust the individual color values for each channel. As a result, you can add expressions to individual properties or animate one property independently of the others. To see each control individually, click the arrow next to the channel color to expand it.

For faster renders, this effect uses GPU-acceleration. For information on the controls for this effect, see Levels effect. The Photo Filter effect mimics the technique of putting a colored filter in front of the camera lens to adjust the color balance and color temperature of the light transmitted through the lens and exposing the film.

You can choose a color preset to apply a hue adjustment to an image, or you can specify a custom color using the color picker or the eyedropper. To select a custom color for the filter color, click the color swatch for the Color control to select a color using the color picker, or click the eyedropper and click a color anywhere on the computer screen. To retain Photo Filter adjustment layers created in Photoshop, import the Photoshop file into your After Effects project as a composition rather than as footage.

If you changed your default Photoshop color settings, After Effects may not be able to exactly match the color of the Photo Filter. This effect works with 8-bpc and bpc color. In After Effects CS6 or later, this effect works in bit color.

Warming Filter 85 and Cooling Filter Color conversion filters that tune the white balance in an image. If an image was photographed with a lower color temperature of light yellowish , the Cooling Filter 80 makes the image colors bluer to compensate for the lower color temperature of the ambient light. Conversely, if the photo was taken with a higher color temperature of light bluish , the Warming Filter 85 makes the image colors warmer to compensate for the higher color temperature of the ambient light.

Warming Filter 81 and Cooling Filter Light balancing filters for minor adjustments in the color quality of an image. The Warming Filter 81 makes the image warmer yellower , and the Cooling Filter 82 makes the image cooler bluer.

Individual Colors. Apply a hue adjustment to the image depending on the color preset you choose. Your choice of color depends on how you use the Photo Filter command. If a photo has a color cast, you can choose a complement color to neutralize the color cast.

You can also apply colors for special color effects or enhancements. For example, the Underwater color simulates the greenish-blue color cast common to underwater photography. The PS Arbitrary Map effect is intended only to provide compatibility with projects created in earlier versions of After Effects that use the Arbitrary Map effect. For new work, use the Curves effect. An arbitrary map adjusts the brightness levels of an image, remapping a specified brightness range to darker or brighter tones.

In the Curves window in Photoshop, you can create an arbitrary map file for the entire image or for individual channels. You can import and apply an arbitrary map file with Options in the Effect Controls panel. When loaded into After Effects, the specified arbitrary map is applied to the layer or to one or more channels of the layer, depending on how it was created. To convert. Cycles through the arbitrary map. Increasing the phase shifts the arbitrary map to the right as viewed in the Curves dialog box ; decreasing the phase shifts the map to the left.

Apply Phase Map To Alpha. Applies the specified map and phase to the alpha channel of the layer. Selective color correction is a technique used by scanners and separation programs to change the amount of process colors in each of the primary color components in an image. You can modify the amount of a process color in any primary color selectively—without affecting the other primary colors.

For example, you can use selective color correction to decrease the cyan in the green component of an image while leaving the cyan in the blue component unaltered. The Selective Color effect is provided in After Effects primarily to ensure fidelity with documents imported from Photoshop that use the Selective Color adjustment layer type.

Changes the existing amount of cyan, magenta, yellow, or black by its percentage of the total. This option cannot adjust pure specular white, which contains no color components. Adjusts the color in absolute values.

The adjustment is based on how close a color is to one of the options in the Colors menu. The Details property group provides an alternate interface for adjusting colors and matches the properties shown in the Timeline panel. You can also adjust the overall contrast of an image. The default settings are for fixing images with backlighting problems. Auto Amounts. If this option is selected, the Shadow Amount and Highlight Amount values are ignored, and amounts are used that are automatically determined to be appropriate for lightening and restoring detail to the shadows.

Selecting this option also activates the Temporal Smoothing control. Shadow Amount. The amount to lighten shadows in the image.

This control is active only if you deselect Auto Amounts. Highlight Amount. The amount to darken highlights in the image. Temporal Smoothing can result in smoother-looking corrections over time. If this option is selected, frames beyond a scene change are ignored when surrounding frames are analyzed for temporal smoothing.

The higher you set this value, the less the effect affects the clip. The range of adjustable tones in the shadows and highlights. Lower values restrict the adjustable range to only the darkest and lightest regions, respectively. Higher values expand the adjustable range. These controls are useful for isolating regions to adjust. Specifying a value that is too large for a given image may introduce halos around strong dark to light edges. The default settings attempt to reduce these artifacts.

These halos may occur if the Shadow or Highlight Amount value is too large; they can also be reduced by decreasing these values. Shadow Radius and Highlight Radius. The radius in pixels of the area around a pixel that the effect uses to determine whether the pixel resides in a shadow or a highlight. Generally, this value should roughly equal the size of the subject of interest in the image.

Color Correction. The amount of color correction that the effect applies to the adjusted shadows and highlights. For example, if you increase the Shadow Amount value, you bring out colors that were dark in the original image; you may want these colors to be more vivid. The higher the Color Correction value, the more saturated these colors become. The more significant the correction that you make to the shadows and highlights, the greater the range of color correction available.

Midtone Contrast. The amount of contrast that the effect applies to the midtones. Higher values increase the contrast in the midtones alone, while concurrently darkening the shadows and lightening the highlights. A negative value reduces contrast. The Tint effect tints a layer by replacing the color values of each pixel with a value between the colors specified by Map Black To and Map White To.

Pixels with luminance values between black and white are assigned intermediate values. Amount To Tint specifies the intensity of the effect. This effect is GPU accelerated for faster rendering. The Tritone effect alters the color information of a layer by mapping bright, dark, and midtone pixels to colors that you select. The Tritone effect is like the Tint effect, except with midtone control. The Vibrance effect adjusts saturation so that clipping is minimized as colors approach full saturation.

Colors that are less saturated in the original image are affected by the Vibrance adjustments more than are colors that are already saturated in the original image.

The Vibrance effect is especially useful for increasing saturation in an image without over-saturating skin tones. The saturation of colors with hues in the range from magenta to orange is affected less by Vibrance adjustments. To affect less-saturated colors more than more saturated colors and protect skin tones, modify the Vibrance property. To adjust the saturation of all colors equally, modify the Saturation property. The Video Limiter effect clips video signals to legal ranges in the project working space.

For broadcast, these ranges are measured in IRE units. You can limit the chrominance and luminance values of the video signals to meet broadcast specifications. You can apply it to individual layers, or to an adjustment layer to limit your entire composition. You can use the Video Limiter effect instead of the similar but older, 8-bpc-only Broadcast Colors effect.

Legal Notices Online Privacy Policy. Buy now. User Guide Cancel. Third-party effects in this category included with After Effects:. Lumetri Color effect. This effect works with 8-bpc, bpc, and bpc color. Selective color adjustment with the color correction curves. RGB curves. RGB Curves let you adjust luma and tonal ranges across the clip using curves. The master curve controls the Luma. Initially, the master curve is represented as a straight white diagonal line.

The upper-right area of the line represents highlights and the lower-left area represents shadows. Adjusting the master curve adjusts the values of all three RGB channels simultaneously. You can also choose to selectively adjust tonal value only for Red, Green, or Blue channels. To adjust different tonal areas, add control points directly to the curve. Click directly on the curve line and then drag the control point to adjust a tonal area.

Dragging a control point left or right increases or decreases the contrast. Hue saturation curves. Hue versus Hue - Select a color hue in the image and change it to another hue.

Hue versus Saturation - Change the saturation of a color in the image. Hue versus Luma - Adjust the brightness of a color in the image. Saturation versus Saturation - Select and adjust the saturation range within the original saturation of an image. Luma versus Saturation - Select a luma range and adjust its saturation. Set up Hue Saturation curves. Selectively color grade your footage.

Click the eyedropper for the curve that you want to use. Drag the control points to adjust any of the color curves. When you selecting another color with the eyedropper, it adds additional three points to the graph. You can also create control points by clicking the curve. To delete a point, use Cmnd-click Mac and alt-click Win. Double-click any point to clear all points from the graph. Press the Shift key while you select a point on the graph to lock a control point at thier current hue.

Drag the center control point up or down to raise or lower the output value of the selected range. For example, you can use the Hue versus Sat curve to select a green range; dragging up increases the saturation of that range of green colors in your video, while dragging down reduces the saturation.

While moving a control point, a vertical band appears to help you judge your final result. It is useful in the Hue versus Hue curve, where it can be tricky to judge the resulting hue. For example: you want to fine-tune the orange color which looks like a pale yellow. You can use the Hue versus Hue curve to select a range of orange colors.

With the center control point selected the vertical indicator shows you that pulling down shifts the pale yellow towards orange. Examples to illustrate the hue saturation curves. Hue versus Saturation - Adjust the saturation of pixels in a selected hue range.

Useful for saturating or desaturating specific colors. For example, in the image, this curve has been used to increase the saturation levels of the image making the girl look less pale. The saturation of the blue sky and the light has also been increased to make the image look warmer.

Hue versus Hue - Adjust the hue of pixels in a selected hue range. Useful for correcting colors, for example, the curve is used to change the hue of the dress of the girl. This curve is useful for tasks like changing red to orange, or in fixing pale skin. Hue versus Luma - Adjust the luminance of pixels in a selected hue range.

Useful for emphasizing or deemphasizing isolated colors, such as making blue skies darker or a purple flower brighter. In the example, the pale blue sky and its reflection in the water below has been darkened to add more drama to the image. Luma versus Saturation - Adjust the saturation of pixels in a selected luminance range. Useful for saturating or desaturating highlights or shadows.

In this example, this curve is used to slightly increase the blue tones within the luma. Saturation versus Saturation - Adjust the saturation of pixels in a selected saturation range. Useful for bringing colors into legal range, such as compressing highlights or shadows. Auto Color and Auto Contrast effects. These effects work with 8-bpc and bpc color. Auto Levels effect.



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