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After Effects Versions

Introduction to Later Effects

After Furnishings was released in 1993 January which is 26 years ago, in this 26 years after effects has developed a lot of versions, 1993 to 1996, afterward-effects were available only on Mac, the showtime version for Windows, was introduced in May 1997, this software was adult by three companies, from 1992 – 1993 CoSA was the developer of this software, and in this menstruation after effects 1.0 and 1.1 was developed in 1994, Aldus develops two versions of afterward effects 2.0 and two.0.i and then from 1995 to present Adobe hand over afterwards-furnishings and adult lot of versions, the showtime version of Adobe after effects are 3.0.

Different Versions of After Effects

Ok, let'southward become in particular and see the versions and features of afterward effects till now:

ane. Developer CoSA

CoSA developed the very starting time version of After-effects 1.0 in 1993 January, and it worked just on Mac, the lawmaking proper noun of this version is Egg.

After Effects i.1 was developed in 1993 May with more features than one.0. And its Features were Furnishings, Keyframes, Transforms, layer compositing with the mask.

2. Developer Aldus

Aldus Corporation was a software house that developed software for desktop publishing. It is well known for producing PageMaker, an early application in the expanse of desktop publishing.

After Effects two.0was developed by Aldus in 1994 January, the code name of this version is Teriyaki, and the Features areMotion mistiness, multi-machine rendering, Frame blending, Proxies, Time layout window, image sequence support.

After Furnishings 2.0.1 was developed in 1994 May. And Merely ane feature is added in this version chosen Power Macintosh Version (PPC).

3. Developer Adobe

From 1994 Adobe handed over Afterward furnishings and developed a lot of versions with many features.

Adobe After Furnishings three.0 was introduced in 1995 October; the code proper noun of this version is Nimchow. And its features are Keyframe assistances (wiggler, Movement sketch, smoother), Return queue, multiple furnishings per layer, avant-garde keying, layer transfer modes, continuously rasterize illustrator files, move maths, bezier masking, time remapping, velocity graph, one/two/4point motility tracking.

When adobe adult after-effects, they add many features that tin be imported directly from photoshop and illustrator because those ii products belong to adobe.

Adobe Later Effects 3.one was introduced in Apr 1996, its final Mac 64×0 version. And its features are Multiprocessing and file formatting.

Adobe Later Effects 3.1 (windows95/NT) the start windows version from May 1997 and also the first French and German language versions from November 1997, the code name of this version is Dancing monkey, and the Features are Path text and animated gif output for gratuitous register users of 3.1, contextual menu.

Adobe After Effects 4.0 on January 1999 the code name of this version is beer, and the Features are Ram preview, tabbed windows, movable time layout window, transform effects, adaptable layer, premier import, illustrator layers.

Adobe Later Furnishings 4.one on September 1999, the lawmaking name is Batnip, and the Features are30,000 10 thirty,000 paradigm support, separate text fill/stroke; nosotros can save favorite effects (.ffx), flowchart view, 3D channel effect, sequence layers.

Adobe After Effects 5.0 on April 2001, the lawmaking proper noun is Melmet; in this version, they introduced more 3D features like 3D light, 3D layer, dynamic preview, vector pain, expressions.

Adobe After Effects 5.v on January 7th, 2002, the code name is Fauxfu, its kickoff OS X version, and its features are Advanced 3D rendered, multi 3D view, adjustment layer light, zaxwerkes 3D invigorator, import camera data.

Adobe After Effects half-dozen.0 on 2003 Baronial the codename of this version is Foodfite. and its features are Open up GL, Rotobezire, liquify, primal light, enable photograph text layer.

Adobe After Effects 6.5 on June xvithursday, 2004 the code name is Chambant. and its features are Video output from Firewire, deejay caching, tracking the motion by scale, advanced clone tool, Grain management.

Adobe After Effects vii.0 on January 2006, the code name is clamchop, get-go Italian and Spanish version, and its features are  Time Wrap, Graph Editor, Autosave, Per-Grapheme Blurring.

Adobe After effects CS3(eight.0) on June 2nd, 2007; from this version, they add CS in every version, they introduce Creative suits.

Adobe After effects CS3(viii.0.two) on February 2008 The code name is loafdot, they introduce Panasonic P2 Back up.

List of few more versions of After Effects are mentioned below:

Adobe Later on Effects CS4(9.0) on Feb 2008, the code name is chinchillada.
Adobe Afterward Effects CS4(9.0.ane) on December 10th 2008the lawmaking name is chinchidotta.
Adobe After Furnishings CS4 (9.0.2) on May 29th, 2009, the lawmaking name is lottadotta.
Adobe Afterwards Effects CS(ix.0.three) on sixth Oct 2010, the code name is Yaddadotta.
Adobe Afterwards Effects CS5 (ten.0) on April 30th, 2010, the lawmaking name is esgocart.
Adobe Subsequently Effects CS5(10.0.1) on 3rd September 2010, the lawmaking name is esgodot.
Adobe After Furnishings CS5(x.0.2) on April 8th, 2011, the code name is Egsodoh.
Adobe Later Furnishings CS5.five(10.5) on April 11, 2011, the code name is Codname.
Adobe After Effects CS5.5(ten.5.1) on June 30, 2011, the code proper name is codot.
Adobe After Effects CS6(11.0) on April 23, 2012, the code name is Sinaltapas.
Adobe Subsequently Furnishings CS6(11.0.one) on May 25, 2012, the code name is Bigdottom.
Adobe After Effects CS6(eleven.0.2) on October 12, 2012, the code proper name is NoneMoredot.
Adobe Afterward Effects CC (12.0) on June 17, 2013, the lawmaking name is Sconehenge; from this version, adobe versions start with CC, which indicates the Artistic cloud.
Adobe Afterward Effects CC (12.1) on 31 October 2013, the codename is plabt blue ribbon.
Adobe After Effects CC (12.2) on 13 Dec 2013, the code proper noun is pino butter.
Adobe After Effects CC 2014(13.0) on 18 June 2014, the code name is Goatmeal stout.
Adobe Later on Effects CC 2014.1 (13.1) on September 17, 2014, the code proper noun is Hefe Marathon.
Adobe Subsequently Effects CC2014.2(xiii.two) on Dec 2014, the code name is Finish lime.
Adobe After Effects CC2015.0(thirteen.5.0.347) on June fifteen, 2015, the code proper noun is Mussel machine.
Adobe Later on Effects CC2015.1(13.6.0) on November xxx, 2015, the code proper name is electric current Fourth dimension.
Adobe After Furnishings CC2015.2(13.vii.0) on Jan 27, 2016, the lawmaking name is fibonachos.
Adobe After Effects CC2015.3(13.eight.0) on June 21, 2016, the lawmaking proper noun is Abbacore.
Adobe After Effects CC2017(14.0) on November ii, 2016, the code name is codfather.
Adobe After Effects CC2017.1(14.1) on Jan 18, 2017, the code proper name is The codfather part tuna.
Adobe Afterward Effects CC2017.2(xiv.ii) on April 19, 2017, the lawmaking proper noun is plabtjacks.
Adobe After Furnishings CC2017.ii(xiv.2.1) on June 13, 2017, the code name is blueberry plabjacks.
Adobe After Effects CC(15.0) on Oct 18, 2017, the lawmaking proper name is DarthTater.
Adobe After Effects CC (xv.0.one) on January 22, 2018, Tater Dots' code name.
Adobe Subsequently Effects CC(xv.ane) on April 03, 2018, the code proper noun is Annivercelery.
Adobe Later on Effects CC(15.1.i) on April 24, 2018, the code proper name is Marching Ants on a log.
Adobe Afterwards Effects CC(fifteen.one.2) on June 16, 2018, the lawmaking name is Peanut Dotter.
Adobe After Effects CC(sixteen.0) In Oct 2018, the code name is Double expresso.
Adobe After Effects CC(16.0.ane) In Dec 2018, the lawmaking proper noun is Macchidotto.
Adobe Subsequently Furnishings CC (16.i) on Apr 02, 2019, the code name is cloak-o-nut.

Recommended Articles

This is a guide to After Effects Versions. Hither we talk over all the versions of after issue upgraded till now, including their programmer and features explanation. You can also become through our other related articles to learn more than –

  1. How to Pattern in Later Furnishings?
  2. What is Adobe Subsequently Effects Software?
  3. Animating Objects in Adobe Later Effects
  4. Creating Glitch Issue in Afterwards Effects
  5. Guide to After Effects Transitions
  6. Slider Control After Furnishings | Examples
  7. After Effects Expressions | How to Use?

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Westwardhile it's difficult to argue confrontingMetal Gear Solid v: The Phantom Hurting'sstrengths from a pure game design perspective, it is still a game that a lot of veteranMetallic Gearfans harbour very complicated feelings towards. The hand of mastermind Hideo Kojima is clear to see in a lot of whatThe Phantom Paindoes, even when information technology'southward actively trying to ready itself apart from its precursors, merely for many fans of the series, the game feels like a betrayal of everything the legendary franchise has always stood for. WhileMetal Gear Solidgames accept never shied away from taking risks from a game design standpoint, and have always featured best in form gameplay, their focus, kickoff and foremost, has ever been on story and storytelling.

WithMetal Gear Solid 5, Hideo Kojima and his team at Kojima Productions set out to exercise something different, and while the excellence of how the gameplaysis evidence of the fact that they definitely had the right idea, one look at the concluding product in its totality also tells us that they couldn't quite execute that thought the mode they had hoped they would. "Unfinished" is a give-and-take that is used to describe games quite commonly (unfortunately plenty), but rarely does that clarification ring as true as it does forMetal Gear Solid five-because it's not unfinished because of technical issues, neither considering of a lack of polish, nor considering of half-formed ideas. No, it is unfinished because it literally feels like half a game- like it had so much more to say, so much more than to testify, but midway through, it merely… stopped.

So what happened? How is it that Hideo Kojima and Konami, the ii of whom had collectively created i of the nearly legendary and astoundingly consequent franchises ever, a franchise that had a reputation for ever having a stunning clarity of vision and doing everything in its power to make that vision a reality- how is it that Kojima and Konami concluded a franchise such every bit that on such a disappointing annotation?The Phantom Painis, unquestionably, an excellent game, but it'due south one that has crippling flaws, the kind that even its staunchest defenders would not –couldnot – contend against. But how did we become here- what the hell happened toMetal Gear Solid 5?

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It's very tempting to answer a question like that with but one word- Konami. Konami happened toMetal Gear Solid 5. And while information technology would exist foolish to argue with the arraign that the now widely disliked corporation shares for the land ofThe Phantom Hurting, and really, the current state ofMetal Gearin general, it would also exist a picayune reductive to do so. Surely, Konami is very, very responsible for the botched development process of the finalMetal Geargame fabricated by Hide Kojima- but how, exactly? That is a question the answer to which is intrinsically tied with the mess that was Hideo Kojima's acrimonious departure from the publisher.

While the exact details of how and why Kojima left Konami haven't become known even more than three years since their divide, it'due south no secret that the evolution ofThe Phantom Painwas at to the lowest degree partially responsible for information technology. Of form, it's become clearer in the concluding few years that the direction Konami wanted to head in as a business – andhasbeen heading in – wasn't something that Kojima agreed with, merely it also doesn't take a genius to figure out that issues surroundingMetal Gear Solid five'due southevolution must have strained the relationship between the two parties also. Hideo Kojima's trend for taking his sweet fourth dimension with developing his games is something that we all know very well about- and while we, as gamers, ultimately appreciate the time he takes, since that results in the first-class products that he and his studio put out, Konami, as a corporation, would manifestly not have exist too pleased with that. Equally a business, they want a more than frequent output of their best and most profitable products, and withThe Phantom Hurting, from Konami's perspective, Kojima was merely taking too much time.

But of course, information technology'southward not as elementary as that. For Konami, even more egregious than the corporeality of fourth dimension Kojima Productions was taking with the game'due south development was how much money they were spending on information technology.The Phantom Painis a game that had a evolution budget of over $80 million past the time it was washed, a effigy that is past no means a small-scale one in and of itself, but if Kojima had had his mode, and had been given gratis rein to do everything that he wanted to do inThe Phantom Hurting, that number could have gone a lot higher. But it didn't- wanting to release the game later on a long development cycle, and not wanting to spend whatsoever more money on it than the large sum they had already invested, Konami cut short the development ofMetal Gear Solid 5.

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And that was, in and so many ways, the root of so many problems. The criticism that is levelled atThe Phantom Hurting most often is that information technology's incomplete, something I mentioned earlier every bit well, and looking at its development, it becomes easy to see justwhyit is unfinished. A vast bulk of Chapter 2 sees us returning to locations that nosotros've already visited, and having to play through missions that nosotros have already played- even without the noesis of what went on behind the scenes during the game'south evolution, the most logical assumption would have been that the developers had to do a copy-paste job, to put it crudely, to fill out the game, butwithsaid knowledge, that much becomes painfully obvious.

The being of Episode 51 has also become well known by now – an episode that would accept been cardinal to the game's story but wasn't even included in the last product – while it also didn't take dataminers long later on the game'due south release to notice that original plans for the game had also included an unabridged third chapter, titled "Peace", also. A significant portion of content was cut fromThe Phantom Paindue to time constraints, and due to Konami's growing dissatisfaction with how much they were having to invest in its evolution. But in the absence of all that content, what nosotros were left with was an incomplete story that was never fully told- sure, fans tin can connect the dots nigh what happened betweenThe Phantom Painand the firstMetallic Gear, as many obviously accept, simply if the game had been allowed to tell that story itself, all the criticisms about it not having a satisfying conclusion, and nearly non tying up a large number of narrative arcs, would have rung hollow. We also shouldn't forget the fact that Kojima Productions likewise had to bide by Konami's mandate of puttingThe Phantom Painon last gen platforms besides, and for having parity beyond all versions- for a game releasing in 2015, when the PS4 and the Xbox Ane were 2 years one-time, it made very little sense for information technology to take to be cross-generation, and having to work with such restrictions must surely have crippled a swell many ambitions.

Beyond the blame that Konami shares for the troubled development ofMetallic Gear Solid 5, though, nosotros also need to await at the vision that Kojima himself had for the game. Cut content and being released in an unfinished country are of class some of the biggest bug people have with the game, but something else thatMetallic Gearfans often bring up is how differentThe Phantom Pain feels to what came before information technology.Metal Gearis past no means the first franchise to have radically reinvented itself, and nor will it be the terminal- the likes ofThe Legend of Zelda, Resident Evil,and more recently,God of Warhave all successfully reinvented themselves, but while those franchises managed to do so while retaining the essence of their identities, that wasn't and so much the case withThe Phantom Pain. While previousMetal Geargames were all about the story, with a heavy focus on storytelling through long, expository cutscenes and oodles of rich dialogue, withMetal Gear Solid 5, Kojima went for the verbal opposite- focusing almost entirely on the gameplay aspects of the game, delegating some of the almost important bits of storytelling to things such as cassette tapes, and completely de-emphasizing the focus on cutscenes that the franchise had become synonymous with.

Metal Gear Solid 5 The Phantom Pain

Something else that stung for a large portion of the series' fanbase was the removal of David Hayter, a homo who had become nearly as synonymous with the series equally Kojima was himself, having provided the vocalisation for Solid Snake and Naked Serpent for as long equally the series had had vocalisation interim. Replacing him with Kiefer Sutherland seemed almost cursing to hardcore fans of the series, and that dissatisfaction was only exacerbated past how criminally underused even Sutherland's vocalization and performance were throughout the entirety of the game. There'due south no guarantee, then, that even without any constraints and with total freedom to make the game he wanted to make, Kojima would have delivered something withThe Phantom Hurtingthat would not take been divisive among the fanbase. But then again, it would have at to the lowest degree been a consummate game, so those issues would have been much easier to swallow.

Sadly, nosotros'll never really know either way. With Kojima Productions now independent of Konami and hard at work onDeath Stranding, they're never going dorsum toMetallic Gear. Even if weexercisemiraculously meet a properMetal Gearsequel in the future, it won't exist function of Kojima's vision, and it won't be a culmination of his ambitions.The Phantom Painvolition, sadly, always remain unfinished, and for all its greatness in terms of systemic-based emergent gameplay in an open world surround, it'll remain a ghostly and half-formed part of the franchise's larger narrative. That almost gives its name greater meaning- though non, I'm certain, in the way Kojima and Konami would have imagined.


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Steel pinion gear replacement for O-Type (round) shaft motors Marui, G&P , Guarder and Lonex mo..

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Ace1Arms Delayer Chip type A

Ace1Arms Delayer Chip blazon A

Details Material: Polymer Sector Gear Delayer/Clip Does your AEG take feeding probl..

$2.00

SHS 13:1 Gearset for Version 2 and 3 Gearboxes

SHS 13:1 Gearset for Version 2 and 3 Gearboxes

Pop loftier-speed gearset for AEGs. Made of hardened steel...

$32.00

Siegetek Concepts Motor Pinion Gear (O type)

Siegetek Concepts Motor Pinion Gear (O type)

FeaturesPrecisely calculated and accurately produced gear teeth in volute profiles provide maximum e..

$thirty.00

SHS D Type Pinion gear

SHS D Type Pinion gear

Steel pinion gear replacement for D-Type shaft motors  ..

$x.00

SHS Cut Off Lever For Version 2 Gearbox (yaw bar)

SHS Cutting Off Lever For Version 2 Gearbox (yaw bar)

Details Manufacturer: SHS Material: Steel For Version 2 Gearboxes The cut off lev..

$10.00

Airsoft Logic 18:1 Gearset hardened steel

Airsoft Logic xviii:i Gearset hardened steel

CNC hardened steel standard ratio..

$32.00

ZCI 9-Tooth Steel Bevel Gear for AEG

ZCI 9-Tooth Steel Bevel Gear for AEG

FeaturesHeavy duty steel construction9-molar pattern allows each individual molar to be thicker (one.2m..

$12.00

ZCI 16:1 High Speed Gearset hardened steel

ZCI 16:1 Loftier Speed Gearset hardened steel

FeaturesHeavy duty 3mm steel gearsPrecision CNC machined constructionHeat treated for improved stren..

$32.00

Siegetek Concepts Cyclone DSG V2/V3 Gear Set (10.44:1)

Siegetek Concepts Cyclone DSG V2/V3 Gear Prepare (ten.44:1)

..

$230.00

SHS Version 3 Gearbox Yaw Control Bar / Cut-Off Lever (AK / G36C)

SHS Version 3 Gearbox Yaw Command Bar / Cut-Off Lever (AK / G36C)

Details Manufacturer: SHS Material: Steel For Version 3 Gearboxes The cut off lev..

$10.00

Ace1Arms Delayer Chip Type C

Ace1Arms Delayer Chip Type C

Material: Polymer Sector Gear Delayer/Prune Does your AEG have feeding problems? A gear delaye..

$2.00

Siegetek Revolution ultra High-Speed AEG Gearset (10.44:1)

Siegetek Revolution ultra High-Speed AEG Gearset (10.44:one)

Note: Bevel, sector, spur gear included.The best of the best in terms of gears. Professional install..

$210.00

Siegetek Revolution High-Speed AEG Gearset (14.09:1)

Siegetek Revolution High-Speed AEG Gearset (xiv.09:1)

Note: Bevel, sector, spur gear included.The all-time of the all-time in terms of gears. Professional install..

$210.00

SHS CNC Steel High Torque Helical Gear Set (Type: 100:200)

SHS CNC Steel High Torque Helical Gear Set (Type: 100:200)

Precision CNC machined steel gearsHeat treated for enhanced immovability and strengthManufacturer:&nbs..

$thirty.00

Rocket Airsoft CNC Steel 13:1 High Speed Gear Set

Rocket Airsoft CNC Steel 13:1 High Speed Gear Set up

FeaturesHeavy duty steel gearsPrecision CNC machined constructionHeat treated for improved forcefulness ..

$35.00

Modify Anti-Reversal Latch V2/V3

Alter Anti-Reversal Latch V2/V3

For V2 and V3 gearbox Features i-groove to make installation easier Eastward-band prevents leap from po..

$fifteen.00

Lonex Spiral Bevel and Pinion Helical Gear

Lonex Spiral Bevel and Pinion Helical Gear

Features:Direct drop in replacementSteel constructionLow friction precision machiningCompatibility: ..

$35.00

ARES SECTOR GEAR W/MAGNET

ARES SECTOR GEAR W/MAGNET

ARES Sector Gear w/MagnetFeatures:Factory OEM replacement magnetsHigh strength magnetsOnly for utilise westward..

$20.00

Airsoft Logic 14:1 High Speed Gearset hardened steel

Airsoft Logic 14:i High Speed Gearset hardened steel

Airsoft Logic 14:1  High Speed Gearset ten teeth bevel gear Affordable gearset for loftier..

$32.00

UFC CNC Steel 13:1 Super High Speed Gear Set

UFC CNC Steel 13:1 Super Loftier Speed Gear Set

FeaturesPrecision CNC machined steel gearsHeat treated for enhanced durability and strengthMaterial:..

$35.00

SHS Steel Double Sector Gear with Specialized Tappet Plate - Version 2 dsg

SHS Steel Double Sector Gear with Specialized Tappet Plate - Version ii dsg

Features: CNC machined steel gear Precision manufactured Includes specialized high speed t..

$40.00

SHS Delayer Chip Type B

SHS Delayer Chip Type B

Material: Polymer Sector Gear Delayer/Clip Does your AEG take feeding problems? A gear delaye..

$5.00

Modify Quantum Dual Sector Gear

Modify Breakthrough Dual Sector Gear

Thermal treated steel material Dual gear teeth design provides awesome charge per unit of fire. 35+ rounds per..

$twoscore.00

Modify Quantum Double Cycle Gear Set

Modify Quantum Double Cycle Gear Set

The Modify Breakthrough Double Bicycle Gear Set is an extremely advanced set up and should but be attempte..

$98.00

Airsoft Logic Gear Set 18:1 Ratio standard

Airsoft Logic Gear Set up eighteen:one Ratio standard

Airsoft Logic Gear Set 18:1 Ratio standard gear ready..

$15.00

Airsoft Logic 16:1 High Speed Gearset hardened steel

Airsoft Logic 16:i High Speed Gearset hardened steel

Airsoft Logic sixteen:ane  High Speed Gearset ten teeth bevel gear Affordable gearset for high..

$32.00

Airsoft Logic 13:1 Ultra High Speed Gearset hardened steel

Airsoft Logic 13:1 Ultra High Speed Gearset hardened steel

Airsoft Logic 13:1 Ultra High Speed Gearset New 2015 version, with 10 teeth bevel gear Affordabl..

$32.00

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Wii Tech Airsoft Gears Hardened Standard Gear Set UPDATED

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