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Timeline and Composition

Advanced Workflow Patterns

The Adjustment Layer Pattern

An Adjustment Layer applies its effects to all layers below it in the stack, without containing any element of its own.

Creating an Adjustment Layer: Insert -> Adjustment Layer

The adjustment layer appears in the layer stack as a special layer type. Any filter or effect added to the adjustment layer applies to the composite of everything below it in real time.

Uses:

  • -Global color grade over the entire composition without modifying individual elements
  • -Animated blur that defocuses all elements simultaneously (e.g., a "DOF rack focus" effect across the scene)
  • -A global vignette applied to the full composite
  • -A blend mode adjustment that colorizes the entire scene beneath it

The Pre-Comp + Adjustment Layer Pattern

A common professional technique:

  1. 1.Pre-compose all scene elements into a nested sequence
  2. 2.Place the nested sequence in the parent composition
  3. 3.Add an Adjustment Layer above the nested sequence with the desired color grade

Result: The full scene is graded uniformly. The grade can be easily replaced or toggled by modifying only the adjustment layer.

The Master Control Null Pattern

For managing a composition with many related animation properties:

  1. 1.Create a Null Object (the "Master Control null")
  2. 2.Parent all relevant elements to this null
  3. 3.Link each element's properties to the null's custom properties using Value Linking
  4. 4.Animate only the null

This creates a single-point control for complex multi-element effects (e.g., controlling the position of an entire scene with one control, or driving the opacity of 20 elements from a single slider).

Expression Controller Nulls

For creating user-friendly "control sliders":

  1. 1.Create a null with custom properties named descriptively (e.g., "Animation Progress")
  2. 2.Write expressions on all target elements that reference the null's custom property value
  3. 3.Keyframe only the null's custom property

Result: Animating one value drives a complex coordinated multi-element animation. Useful for creating reusable animation rigs that can be reused across projects by copying the null and its linked elements.

Timeline-Driven State Machines

For UI or interactive mockup animations, the timeline can simulate state machine behavior:

  1. 1.Define each visual state on a separate keyframe cluster (group of keyframes at the same time)
  2. 2.Use Hold keyframes to prevent interpolation between states
  3. 3.Time remap or expressions control which keyframe cluster is "active" at any given time

This pattern produces a pseudo-state-machine within the timeline, useful for demonstrating interaction designs where the "active" state changes based on a logical condition.

Sequence Looping with Time Remap

To create a looping animation within the Compositor:

  1. 1.Create the loop animation in its own sequence (keyframes must be identical at frame 0 and frame N)
  2. 2.Place the sequence in the Compositor
  3. 3.Enable Time Remap on the Compositor clip
  4. 4.Apply loopOut("cycle") expression to the Time Remap property
  5. 5.Trim the clip end to any desired total duration

The sequence will loop indefinitely for the duration of the clip, regardless of the clip's length relative to the underlying sequence length.