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3D motion
Hey guys, I was wondering if anyone has an idea on how to make this whole expression work. I have a solid that is a sphere, and it’s precomped. The main comp has the “ball” comp and a null object with a stack of SliderControls named
A
B
C
X
Y
Z
The expression is applied to transform.position of the precomped “ball”A=(“Null 1”).effect(“A”)(“Slider”);
B=(“Null 1”).effect(“B”)(“Slider”);
C=(“Null 1”).effect(“C”)(“Slider”);
X=(time-1)*(“Null 1”).effect(“X”)(“Slider”);
Y=Math.sin(time)*100+200;
Z=Math.sin(A*time-B)*C;
[X,Y,Z];I kinda messed with values, and i got something on my graphing calculator I liked when
A=6.8
B=5
C=300The problem is even if the ball is 3D and the comp is 3D, or the ball layer isn’t 3D and the ball comp is 3D, it will not affect the Z position of the comp. I tried adding [0],[1],[2] to x,y,z respectively but this creates an index calling error. I’m looking for a ball that bounces in a cool randomness in y and z space, while scrubbing x at the rate defined above. X and Y will work if I don’t add the dimension [0],[1],[2] to x y and z, but I really want to work with the bouncing in depth. Any help would be fantastic, thanks!