The Best After Effects Transitions To Master That Creative Brief

The Best After Effects Transitions To Master That Creative Brief

Ready to take your motion graphics to the next level with After Effects Transitions? We’ve put together a collection of delectable FX Recipes to tickle your tastebuds.

Why do we call them recipes? Because we give you all the ingredients and instructions to create some irresistible After Effects transitions.

Step into our kitchen and get stuck in. We’ll even let you like the spoon afterwards if you want to…


Author’s favourite. This effect is often under-looked as it seems mildly useless and at times bothersome. With 5 editable criteria the Echo FX is hard to tame. But with intention and a bit of imagination, you can use this effect to create things you wouldn’t have expected. The trick is to rethink echo, and transform its abilities. In the example above we took the idea of repeated movement to recreate the classic Window 95 solitaire effect! You can find another example here.


The echo effect is paired with position keyframe. In this example we didn’t manually manipulate the position, rather we used the wiggle effect.

  1. Apply Echo Effect to layer.

  2. Apply Wiggle Effect to layer.

  3. Change Echo property: Number of Echoes to 29.


Van Gogh probably didn’t have in mind After Effects when he depicted a dreamy interpretation of his asylum room's view. Yet, 130 years later we now have the chance to take his art into a different dimension. A part from your average photobooth app, the liquify effect can creatively be used to manipulate the your image. This works best with liquids (you guessed it), but also gassy forms, such as clouds. Liquify can still image and make certain elements evolves through time.

You can find another example here.


This tool requires a lot of playing around. You’ll do a lot “digital finger painting” until you find the sweet spot, and will need to apply and re-watch until you’re happy with the results.

  1. Apply liquify effect to layer.

  2. Starting at time zero, modify selected properties:

    1. “Distortion Mesh”.

    2. “Distortion Mesh Offset”.

    3. “Distortion Percentage”.

  3. Select a tool (we went for the swirly one).

  4. Go to the end of you action and paint away.

  5. Re-watch and fine tune as necessary.


This halloween special is quite skull-full technique to have in your arsenal. The puppet tool is great to make (you guessed it) puppets. We worked with a skeleton, but you can use any subject or object to create simple movements and behaviours. We made sure to be working with a transparent image, this way when manipulated we would not be distorting any backgrounds. Inspired by our Saturday Night Fever, we made our friend into a lean, mean dancing machine.


Bone-us tips to know about the puppet tool, is that it’s best to be precise and fairly abundant with your points. Figure out what you’ll be bending first, and figure out what you’ll NOT be bending, and pin those tight. You’re ready to dance, knock ’em undead.

  1. Apply Puppet tool to transparent subject or object.

  2. Add points, usually around 13pt for every joint.

  3. Select position A and then B, and then watch your puppet move!


As far as fun effects go, this one is real bounce. This comes in handy especially if you’re an animator. Expressions exist in order to simplify complex actions and taking away tedious manual inputs. And this one works of the physics of your position keyframes to create and endearing bounce. Our examples follow the fall of a ball in water, but you can use for so many more object in so many more environments. Just add position A and then B, then past the expression below and voilà!


Link this expression your POSITION property by selecting the stopwatch and then Alt/Opt+click.

amp = .1; freq = 2.0; decay = 3.0; n = 0; time_max = 4; if (numKeys > 0){ n = nearestKey(time).index; if (key(n).time > time) } if (n == 0){ t = 0; }else{ t = time - key(n).time; } if (n > 0 && t < time_max){ v = velocityAtTime(key(n).time - thisComp.frameDuration/10); value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t); }else

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