
System because the camera has been moved and rotated. The comp’sĬoordinate system is always referenced to the upper-left corner of theĬomp view, which in this case no longer matches the world coordinate Shows the reference point of the world coordinate system (here it’sĮxactly the same as the null’s layer coordinate system). The 3D null is positioned at in the comp so that it Layer’s coordinate system are measured relative to its upper-leftĬorner. Three coordinate systems of After Effects. In comp space, the Z coordinate really doesn’t have much meaningīecause you’re only concerned with the flat representation of the camera In this coordinate system, the lower-right corner Represents the upper-left corner of the camera view (or the defaultĬomp view if there is no camera), no matter where the camera is located The last coordinate system represents comp space.

View if the comp has a camera and the camera has been moved, rotated, or This starts out at the upper-left corner of a newlyĬreated composition, but it can end up anywhere relative to the comp The second coordinate system represents world space. Note that unless you move a layer’sĪnchor point, it, too, will usually represent the center of the layer In this coordinate system, represents a layer’s upper-left corner, represents the lower-right corner, and /2

This is the coordinate system relative (usually) to the layer’s upper-left corner. One coordinate system represents a layer’s own space. Locations from one coordinate system to another. Space transforms provide you with the tools you need to translate There are three coordinate systems in After Effects, and layer In the world of expressions, layer space transformsĪre indispensible, but they present some of the most difficult concepts
