after-effects

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After Effects

After Effects

After Effects is GUI software, so this skill delivers knowledge and ready-to-paste assets — expressions, rig setups, export checklists, diagnostic flows, naming schemes, and ExtendScript — rather than a rendered file. It is a hub covering four domains; route to the matching reference for depth and complete recipes.
After Effects是一款图形用户界面(GUI)软件,因此本技能提供的是知识和可直接复制使用的资源——表达式、绑定设置、导出清单、诊断流程、命名规则以及ExtendScript脚本——而非渲染好的文件。它是一个涵盖四大领域的资源中心,可根据需求跳转至对应的参考文档获取详细内容和完整方案。

Routing

导航

If the user wants to…Go to
Write/debug an expression, rig sliders & nulls, build a MOGRT, export to Lottie
references/expressions.md
(deep cookbook in
references/expression-library.md
)
Choose a codec/container, export with alpha, fix a black background, set bitrate, recover H.264
references/export-recipes.md
Fix slow/laggy previews, slow renders, crashes, freezes, out-of-memory
references/performance-triage.md
Organize the project, relink missing footage, set naming/folders, batch-automate with .jsx
references/project-hygiene.md
The
.jsx
automation scripts live in
scripts/
.
如果用户需要…前往
编写/调试表达式、绑定滑块与空对象、制作MOGRT、导出为Lottie格式
references/expressions.md
(详细手册见
references/expression-library.md
选择编码/容器、导出带Alpha通道的文件、修复黑背景问题、设置比特率、恢复H.264选项
references/export-recipes.md
修复预览缓慢/卡顿、渲染缓慢、崩溃、冻结、内存不足问题
references/performance-triage.md
整理项目、重新链接缺失素材、设置命名/文件夹规则、用.jsx实现批量自动化
references/project-hygiene.md
.jsx自动化脚本存放在
scripts/
目录下。

Expressions & rigging

表达式与绑定

Expressions are JavaScript evaluated on the property they are pasted on;
value
is that property's value,
time
is comp time in seconds, and
index
,
thisLayer
,
thisComp
are in scope. An expression overrides keyframes unless it incorporates
value
.
js
wiggle(2, 30);            // 2 wiggles/sec, amplitude 30 (property units)
loopOut("cycle");         // repeat keyframed range forever; "pingpong" / "offset" / "continue"
seedRandom(index, true);  // stable-but-unique per layer (timeless) before random()/wiggle()
thisComp.layer("Lead").transform.position.valueAtTime(time - 0.2 * index);  // staggered echo
Inertial bounce (overshoot/settle after the last keyframe) and the full loop/wiggle/rigging set are in
references/expressions.md
.
Rig controllable motion: add a null with Slider / Checkbox / Color / Angle / Point control effects, then reference them and parent transforms to drive many layers from one.
js
ctrl = thisComp.layer("Controls");
amt  = ctrl.effect("Intensity")("Slider");   // Checkbox → 1/0, Color → [r,g,b,a]
value * amt;
Expose those controls via Window → Essential Graphics and Export Motion Graphics Template (.mogrt) for Premiere/AE editors.
表达式是粘贴到属性上后会被执行的JavaScript代码;
value
代表该属性的当前值,
time
代表合成时间(单位:秒),
index
thisLayer
thisComp
均为可用变量。除非表达式中包含
value
,否则会覆盖关键帧。
js
wiggle(2, 30);            // 每秒2次摆动,振幅30(属性单位)
loopOut("cycle");         // 无限重复关键帧区间;可选"pingpong"/"offset"/"continue"模式
seedRandom(index, true);  // 在使用random()/wiggle()前,为每个图层生成稳定且唯一的随机值(不受时间影响)
thisComp.layer("Lead").transform.position.valueAtTime(time - 0.2 * index);  // 交错回声效果
Inertial bounce(最后一个关键帧后的过冲/稳定效果)以及完整的循环/摆动/绑定设置可查看
references/expressions.md
绑定可控运动:添加一个带有滑块/复选框/颜色/角度/点控制效果的空对象,然后引用这些控制并将变换属性设置为父子关系,即可通过一个控制器驱动多个图层。
js
ctrl = thisComp.layer("Controls");
amt  = ctrl.effect("Intensity")("Slider");   // 复选框返回1/0,颜色返回[r,g,b,a]
value * amt;
通过窗口 > 基本图形导出动态图形模板(.mogrt)将这些控制暴露给Premiere/AE编辑人员使用。

Export recipes

导出方案

Two engines, and choosing wrong is the root of most export confusion:
  • Render Queue (RQ) — masters/intermediates: ProRes, image sequences, lossless, alpha.
  • Adobe Media Encoder (AME) — delivery: H.264 MP4, H.265, social presets.
Since AE CC 2014/2015 the native H.264 output module was removed from the RQ — make MP4s in AME, not the RQ. H.264/MP4 cannot store alpha, so a transparent comp exported to H.264 always fills with black; that is the classic "black background" complaint and not a bug. For transparency use ProRes 4444, a PNG/TIFF sequence, or HEVC-alpha (Safari) + VP9/WebM-alpha (Chrome), with Output Module Channels: RGB + Alpha.
Quick targets: editor handoff → ProRes 422 HQ; master/grade or alpha → ProRes 4444; web/social/client → H.264 via AME, VBR 2-pass (~10–16 Mbps 1080p, ~35–45 Mbps 4K). Full matrix, social specs, and step-by-step alpha exports in
references/export-recipes.md
.
有两种导出引擎,选错引擎是大多数导出困惑的根源:
  • 渲染队列(RQ) —— 用于导出母版/中间文件:ProRes、图像序列、无损格式、Alpha通道。
  • Adobe Media Encoder(AME) —— 用于导出交付文件:H.264 MP4、H.265、社交媒体预设。
自AE CC 2014/2015版本起,渲染队列中移除了原生的H.264输出模块——请在AME中制作MP4文件,而非渲染队列。H.264/MP4无法存储Alpha通道,因此导出带透明通道的合成到H.264格式时,透明区域总会被填充为黑色;这是常见的“黑背景”问题,并非软件Bug。如需透明通道,请使用ProRes 4444PNG/TIFF序列,或HEVC-alpha(Safari)+ VP9/WebM-alpha(Chrome),并在输出模块中设置通道:RGB + Alpha
快速导出目标:交付给剪辑师 → ProRes 422 HQ;母版/调色或带Alpha通道 → ProRes 4444;网络/社交媒体/客户交付 → 通过AME导出H.264,VBR 2-pass(1080p约10–16 Mbps,4K约35–45 Mbps)。完整的编码矩阵、社交媒体规范以及带Alpha通道导出的分步指南可查看
references/export-recipes.md

Performance triage

性能优化

Work top-down by symptom, cheapest fix first, and stop when it clears. Most settings are in
Edit > Preferences
(Win) /
After Effects > Settings
(Mac).
  • Slow previews: Half/Third resolution → enable Multi-Frame Rendering → raise RAM allocation (leave ~6 GB for OS) → Adaptive fast previews → purge cache → Disk Cache on SSD/NVMe → solo heavy layers/effects → HW-accelerated decode → proxy heavy comps.
  • Slow renders: confirm MFR on → RQ for masters / AME for delivery → HW decode H.264 → pre-render slow precomps → cheaper effects → transcode long-GOP to ProRes.
  • Crashes/freezes: purge + empty disk cache → update NVIDIA Studio (not Game-Ready) drivers → reset prefs (
    Ctrl/Cmd+Alt+Shift
    on launch) → pull third-party plugins → free disk space → disable MFR if MFR-specific → roll back AE after a bad update.
MFR needs several GB RAM per active core. Ordered flows, exact preference paths, and the proxy workflow are in
references/performance-triage.md
.
按症状从上到下排查,优先采用成本最低的解决方案,问题解决后即可停止。大多数设置位于
编辑 > 首选项
(Windows)/
After Effects > 设置
(Mac)中。
  • 预览缓慢: 将分辨率调为半分辨率/三分之一分辨率 → 启用多帧渲染 → 提高RAM分配(为系统预留约6GB) → 自适应快速预览 → 清除缓存 → 将磁盘缓存设置在SSD/NVMe上 → 单独显示占用资源高的图层/效果 → 硬件加速解码 → 为复杂合成创建代理。
  • 渲染缓慢: 确认已启用多帧渲染 → 用渲染队列导出母版/用AME导出交付文件 → 硬件加速解码H.264 → 预渲染复杂的预合成 → 使用轻量化效果 → 将长GOP格式转码为ProRes。
  • 崩溃/冻结: 清除并清空磁盘缓存 → 更新NVIDIA Studio(而非Game-Ready)驱动 → 重置首选项(启动时按住
    Ctrl/Cmd+Alt+Shift
    ) → 移除第三方插件 → 释放磁盘空间 → 如果是多帧渲染特定问题则禁用多帧渲染 → 若更新后出现问题则回滚AE版本。
多帧渲染每个活跃核心需要数GB内存。完整的排查流程、准确的首选项路径以及代理工作流可查看
references/performance-triage.md

Project hygiene

项目规范

Keep projects organized, portable, and automatable.
  • Folders: numeric-prefixed bins (
    01_Comps
    ,
    02_Precomps
    ,
    03_Footage
    , …,
    99_Old
    ) for stable sort order.
  • Naming:
    PROJECT_section_descriptor_v01
    ; precomps
    PRE_
    ; rename solids/nulls to their role (
    CTRL_master
    ); no spaces/special chars for farm/cross-OS safety.
  • Broken links: AE references footage by path, so moving files breaks links. Double-click a missing item → Replace Footage > File and AE relinks the whole folder at once; enumerate with
    File > Dependencies > Find Missing Footage
    . Always hand off projects via
    File > Dependencies > Collect Files
    , never a bare
    .aep
    .
  • ExtendScript (.jsx): wrap batches in
    app.beginUndoGroup(...) / app.endUndoGroup()
    ; apply effects by matchName (e.g.
    "ADBE Gaussian Blur 2"
    ), not the display name. Ready scripts:
    scripts/batch-rename.jsx
    ,
    scripts/sequential-offset.jsx
    ,
    scripts/apply-effect-to-layers.jsx
    .
Full naming scheme, label-color system, relink/Collect-Files/Reduce workflows, and scripting setup in
references/project-hygiene.md
.
保持项目有序、可移植且可自动化。
  • 文件夹: 使用带数字前缀的文件夹(
    01_Comps
    02_Precomps
    03_Footage
    ……
    99_Old
    )以确保稳定的排序顺序。
  • 命名: 采用
    PROJECT_section_descriptor_v01
    格式;预合成以
    PRE_
    开头;将纯色层/空对象重命名为其功能(如
    CTRL_master
    );为了兼容渲染农场/跨平台,避免使用空格和特殊字符。
  • 损坏的链接: AE通过路径引用素材,因此移动文件会导致链接损坏。双击缺失的素材 → 替换素材 > 文件,AE会一次性重新链接整个文件夹;可通过
    文件 > 依赖项 > 查找缺失素材
    列出所有缺失素材。务必通过
    文件 > 依赖项 > 收集文件
    交付项目
    ,不要直接发送
    .aep
    文件。
  • ExtendScript(.jsx): 将批量操作包裹在
    app.beginUndoGroup(...) / app.endUndoGroup()
    中;通过matchName(如
    "ADBE Gaussian Blur 2"
    )而非显示名称来应用效果。现成脚本包括:
    scripts/batch-rename.jsx
    scripts/sequential-offset.jsx
    scripts/apply-effect-to-layers.jsx
完整的命名规则、标签颜色系统、重新链接/收集文件/精简项目工作流以及脚本设置可查看
references/project-hygiene.md

Reference files

参考文件

  • references/expressions.md
    — expressions, rigging, MOGRT, Lottie/Media Encoder basics.
  • references/expression-library.md
    — deeper expression cookbook: tuned inertial bounce, all loop variants, advanced wiggle, valueAtTime echoes, seedRandom grids, full rigging + coordinate spaces, MOGRT and Lottie/Bodymovin steps, Media Encoder presets.
  • references/export-recipes.md
    — full codec/alpha/bitrate matrix, per-platform social specs, step-by-step transparency exports, AME preset cautions.
  • references/performance-triage.md
    — ordered preview/render/crash flows, preference paths and values, MFR/GPU/disk-cache tuning, pre-render & proxy workflow.
  • references/project-hygiene.md
    — folder template, naming and label systems, relink/Collect Files/Reduce details, scripting setup.
  • scripts/batch-rename.jsx
    ,
    scripts/sequential-offset.jsx
    ,
    scripts/apply-effect-to-layers.jsx
    — ExtendScript automations.
</content>
  • references/expressions.md
    —— 表达式、绑定、MOGRT、Lottie/Media Encoder基础。
  • references/expression-library.md
    —— 更深入的表达式手册:优化后的inertial bounce、所有循环变体、高级摆动效果、valueAtTime回声、seedRandom网格、完整绑定+坐标空间、MOGRT和Lottie/Bodymovin步骤、Media Encoder预设。
  • references/export-recipes.md
    —— 完整的编码/Alpha通道/比特率矩阵、各平台社交媒体规范、带透明通道导出的分步指南、AME预设注意事项。
  • references/performance-triage.md
    —— 有序的预览/渲染/崩溃排查流程、首选项路径及取值、多帧渲染/GPU/磁盘缓存调优、预渲染及代理工作流。
  • references/project-hygiene.md
    —— 文件夹模板、命名和标签系统、重新链接/收集文件/精简项目细节、脚本设置。
  • scripts/batch-rename.jsx
    scripts/sequential-offset.jsx
    scripts/apply-effect-to-layers.jsx
    —— ExtendScript自动化脚本。