After Effects

FrameMotion

Describe a motion graphic. Get layers you can still edit.

It builds in After Effects as native geometry — real shape layers, real paths, real keyframes. Not a rendered file you have to accept, and not a plugin your project stops opening without.

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After Effects while FrameMotion builds a park scene: sky, hills, trees and grass land as separate planes, then a round yellow bird walks in and strolls through the park, its legs, wing and head driven by expressions, while the timeline fills with named layers, keyframes and markers
What actually lands in After Effects: the park as three planes, the bird as named parts on control nulls with its walk written as expressions, position keys with the easing on, markers on the beats — and an exit, so the shot resolves.

How it works

Three steps.

Step 1 — the brief typed into the FrameMotion panel beside an empty composition; the Build button lights

Step 1

Say what you want

A space scene, an explainer backdrop, a product moment — plain words. Or hand it a frame from a reference reel and let it read the style off that instead.

Step 2 — the composition fills plane by plane while a named layer row lands in the timeline for each

Step 2

It builds it, in your project

Shape layers with real vertex paths, fills, strokes, trim paths and eased keyframes. Everything it writes is what you would have made by hand, so everything is where you expect it.

Step 3 — a wing path selected in the composition with its vertices showing, and a keyframe being dragged later on the timeline

Step 3

Then you take it further

Drag a vertex, retime a key, change a colour — it is an ordinary comp. Ask for a revision and it edits what is there rather than starting again with a different design.

What it can do

Every page, as it works.

The FrameMotion panel working beside After Effects — each page doing its job, and what lands in your project as it does.

The FrameMotion Build page inside the FramePal app: the brief typed in, an optional reference and brand-asset slots, and the canvas picker
Build

A scene from a description

Type what you want — or drop a reference still or clip — and it draws the picture in your channel's style, then rebuilds it as shape layers in three planes: background, midground, foreground. An entrance, an idle and an exit, with the easing written onto the keys rather than left linear.

A documentary-style channel reveal designed and built by FrameMotion: a video row on paper with the views highlighted, the channel avatar popping in, the channel page assembling letter by letter with a highlighter over the subscriber count, a push-in, a scroll down the video grid, video cards popping forward over the dimmed page and dissolving into particles; then two illustrated creators laughing in a backyard as a light bulb, a diamond and a red heart that cracks float in, and a crowd of coloured silhouettes rises in front of them
Design

Any motion design — drawn first

Not just characters. A documentary-style channel reveal — the page assembling on paper, the subscriber count highlighted, a card popping off the grid, the creators in their backyard as the ideas float in — a stat card, kinetic type, a chat mockup: the Design page draws each frame first so you can adjust the elements, layout and colours, and the build uses exactly that picture as the same layers.

The Animate hub: three tiles — Character animation, Background animation and Comp animation — each describing what it needs
Animate

Three jobs, one page

Pick the job that matches what you have. Bring a character to life, move the world behind it, or keyframe the layers of a comp you already built — entrances, exits, stagger and order across everything on the timeline. It never creates or deletes a layer of yours, and only clears the properties this run is going to write.

The Character animation page: upload artwork or point at the character already in the comp, choose the motion, and the plan it will rig
Rig

A character, in parts

It splits a flat character into named parts on control nulls — a staged figure that breathes, blinks and takes its own weight by default; a walk when you ask for one, with the stride derived from the figure's own legs. Some artwork it refuses to rig, and says why.

The Background animation page: the layers to move, the kind of motion, references
Background

The world behind them

Clouds drifting, grass in the wind, water swelling, snow falling — the planes behind the subject move on their own timing so a still scene reads as alive, and the parallax is written as position keys you can drag.

FrameMotion's Knowledge page: what Motion measured off the channel's own graphics — the palette, the keyframe feel, graphic against photographic, how graphics leave, how much of the frame they fill, how long they stay up
Learn

Your channel's motion style

Show it a reference reel and it measures the real thing — the palette its graphics use, how fast things arrive, how much of the frame a graphic fills, whether graphics animate off or cut away — and leans on that for every build. Measured off the graphics themselves, not the cutting.

After Effects with the built comp and the FrameMotion panel filling in its own check: frames rendered back out, in frame, resolves, exits
Check

Its own work, by rendering it

Frames come back out of After Effects and get looked at. A graphic that ends up off the frame edge, sits static, or never resolves is reported on screen — not shipped quietly.

The Revise bar after a build: the built comp named, a note typed — make the bird a little smaller and slow the walk down — with Revise and Undo beside it
Revise

One note at a time

"Make the bird a little smaller." It edits the scene it built rather than generating a different graphic that happens to satisfy the note — and Undo puts the comp back exactly as it was.

What it does not do

It writes stock After Effects only — no rigging plugins, so a project does not stop resolving on a machine without a licence, and what it rigs stays Duik-compatible. It does not render your video, it does not colour-correct, and it will not touch a layer you made unless you point it at that comp on purpose. Where a build cannot do something it says so on screen rather than approximating it.