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  • Essential properties and deep precomps

  • Tom Gomez

    August 19, 2022 at 5:57 pm

    So, the essential graphics panel removes the need for certain expressions between a nested comp and a main comp. If you drag properties into the Essential Graphics panel, they show up as keyframe-able properties in the main comp. Nice!


    I want to keyframe various attributes of a character. The fingers, for example, are several precomps down (Body > arm > hand > fingers). If I drag rotation from fingers to the Essential Graphics panel, I see them as Essential Properties in the “hand” comp. Is there a way to get those essential properties to show up in the “Body” comp, where I control everything from?

    Obviously I can create expressions to tie properties between my controllers and any precomp, but it’s a pain because you have to have both comps open, twirl things like crazy, etc. It would be a lot faster to somehow just drag a property from the the Essential Graphics panel into my main controller comp so I can keyframe it.

    Just looking for the super easiest way to set up and control attributes several layers down in my precomps. I thought Essential Graphics might be it, but so far they only go one level up.


  • Tomas Bumbulevičius

    August 31, 2022 at 9:26 am

    Hey Tom, at least if I understood the problem you are facing correctly, it shouldn’t be this way.

    Basically, whichever controls you are adding in the essentials WILL appear as keyframeable options when that main comp is placed in other pre-comp – no matter of the depth levels (well, at least 4 on my sample project was not an issue)

    The bottom line is that you should plan and organise all the controllers into single main body essential graphics panel. To avoid the clutter, use grouping and place relevant controllers there.

    Let us know in case if the problem is elsewhere 🙂

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