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Activity Forums Adobe After Effects Expressions animate tentacles using normals from a path, create path expression & math.sin expression

  • animate tentacles using normals from a path, create path expression & math.sin expression

    Posted by Rockie Ssengonzi on October 25, 2018 at 4:49 pm

    Hi,

    I am tryimg to re create this tentacle

    https://youtu.be/dgn3jVBNLpI

    but want ro know how i would integrate the math.sin or some other expression to make it animate like a whip or freely moving self animating tentacle. Kindly help me brain storm on this.

    Rockie Ssengonzi
    for
    UGANDANE
    Simply With Finess & Flair

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    Alex Printz replied 7 years, 2 months ago 3 Members · 3 Replies
  • 3 Replies
  • Filip Vandueren

    October 25, 2018 at 9:02 pm

    Would you still want to base it on a spline that you animate, and the Sin-Function also impacts the shape,
    or just a procedural animation using only formulas ?

  • Rockie Ssengonzi

    February 17, 2019 at 8:33 pm

    Yes Filip Vandueren exactly how yoy stated it. Based on the spline points animated with sin or cosine and have that movement affect the plist normals path.

    Rockie Ssengonzi
    for
    UGANDANE
    Simply With Finess & Flair

  • Alex Printz

    February 19, 2019 at 5:54 pm

    I don’t think you could do it easily; sin/cos are not native properties to bezier curves. To combine them you need to add additional vector points to your splines and then adjust their positions based on that.

    You would need to define a much larger amount of points along the spline, calculate the total length of the spline between the points, calculate out a period for the sin wave relative to the total length of the spline, check the point positions along the spline, calculate the sin value relative to the point on the spline the period and the animated time, multiply that by an intensity vector, and then factor that into your normal calculation plus the position of the spline points.

    You could also try to figure out how to calculate the controller spline and it’s in/out tangents to do this, but it’s too much to figure out off the top of my head.

    Alex Printz
    Mograph Designer

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