After Effects
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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How it works
Step 1
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
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
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
The FrameMotion panel working beside After Effects — each page doing its job, and what lands in your project as it does.
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.
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.
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.
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.
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.
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.
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.
"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.