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Use cases

Character rigging and animation in After Effects with AI

Yes, you can rig and animate a character in After Effects with AI: ask ChatGPT, Claude or any MCP client connected to Prism, and IK limbs, look-at and squash land on your layered character as expressions, no plugin.

Every rigging tutorial is an hour inside a plugin panel. Here you name the parts, describe the rig, and it is built from nulls and expressions you can read.

What you say, and what lands

You typeWhat appears in your comp
"Rig the left arm: 'Upper Arm L' is the upper bone, 'Forearm L' the lower, make an IK goal called 'Hand L', elbow bends backward."Two bones parented, a 'Hand L' null, an IK expression on both rotations; drag the null and the arm solves
"Keep 'Head' level as 'Torso' rotates, and make both eyes follow the 'Ball' layer."Counter-rotate on Head with an Amount slider, look-at on each eye with an offset slider
"Now pose it: the hand reaches the ball at one second, overshoots and settles."Keyframes on the 'Hand L' goal, inertial overshoot with Amplitude, Frequency and Decay sliders

Test it on your own project. A Free account is enough to start: Sign up, then connect your AI and ask for this.

How to do it

1
Prepare the artwork, one part per layer
Head, torso, upper arm, forearm, hand, each on its own named layer. A layered Illustrator or Photoshop file imported as a comp works as it is. Open that comp: Prism acts on it and reads the names you gave.
2
Ask for the limbs
Name the upper bone, the lower bone, the goal and which way the joint bends. Ask for all four and they are built in turn.
3
Add the secondary rigs and a controller
Look-at for eyes, counter-rotate for a head on a turning body, follow-with-delay for tails, squash and stretch for anything that lands. Then one controller null with the sliders and checkboxes you reach for most.
4
Then animate it by asking
Poses at times, an overshoot on the settle, a wiggle for idle breathing. Every pose is a keyframe.

The rigs, by name

RigWhat it doesYour control
2-bone IKupper and lower bone solve toward a goal null in 2D, bend side flips on requestthe goal null
Look-ata layer rotates to face a targetAim Offset slider
Follow with delayfollowers trail a leader by a number of framesDelay slider
Squash and stretchY scales while X compensates, volume preservedStretch slider
Inertial overshootkeyframed motion settles with a bounceAmplitude, Frequency and Decay sliders
Counter-rotatea child stays level as its parent turnsAmount slider
Wiggleidle motion, breathing, driftAmount and Frequency sliders

Do I need Duik, RubberHose or Limber

No. A rig built with Prism is nulls and expressions, with nothing to install on the machine that opens the project. If you already rig with Duik, RubberHose or Limber, keep doing so; Prism does not read those rigs, it builds its own alongside.

What it needs

After Effects2024, 2025 or 2026, macOS or Windows
AI clientany MCP client: ChatGPT, Claude, Claude Code, Cursor, Codex and others
Artworkone part per layer, named by you
Plana Free account is enough; rigging uses MCP actions, not Prism AI credits

What it does not do

It does not find joints in flat artwork, does not place puppet pins, does not build a 3D skeleton, and does not generate a walk cycle procedurally. You name the parts; the AI keyframes the poses.

Common questions