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Activity Forums Maxon Cinema 4D C4D to AE problem / question

  • C4D to AE problem / question

    Posted by Craig Whitaker on May 16, 2011 at 6:57 pm

    Hey everyone,

    I have a rotating plane in C4D that is spitting out a project to AE. I have rendered out image sequences (glass looking material) to place atop a precomp in AE. All works well however, I’ve been asked to retime the glass material “object” on top of the precomp that will NOT be retimed (well, the solid I’m replacing would need to be retimed but not the actual footage)

    Any and all suggestions are greatly appreciated.

    Thank you,
    Craig

    craig whitaker
    vfx – mograph

    Darren Gardner replied 15 years ago 2 Members · 3 Replies
  • 3 Replies
  • Darren Gardner

    May 17, 2011 at 4:11 pm

    So, tell me if I understand you correctly. The rotating glass and the precomp holding the footage needs to be retimed, but the footage still needs to run at its proper speed? Is that right?

    all the best to you,

    Darren Gardner
    Designer/Animator
    https://gardnerfx.com

  • Craig Whitaker

    May 17, 2011 at 8:52 pm

    Yes, that is the issue.

    Craig

    craig whitaker
    vfx – mograph

  • Darren Gardner

    May 18, 2011 at 2:17 am

    1.Go ahead and time remap the glass layer and the ‘precomp holding the footage’ until it suits you.

    2.Duplicate the ‘precomp that is holding the footage’.

    3.Delete the time remapping on the duplicate layer.

    4.Presuming the original ‘precomp holding the footage’ is called layer “x”, apply the following expressions to the duplicate layer:

    To position:

    L=thisComp.layer(“x”);
    L.toWorld(L.anchorPoint)

    To orientation:

    C = thisComp.layer(“x”);
    u = C.toWorldVec([1,0,0]);
    v = C.toWorldVec([0,1,0]);
    w = C.toWorldVec([0,0,1]);

    sinb = clamp(w[0],-1,1);
    b = Math.asin(sinb);
    cosb = Math.cos(b);
    if (Math.abs(cosb) > .0005){
    c = -Math.atan2(v[0],u[0]);
    a = -Math.atan2(w[1],w[2]);
    }else{
    a = Math.atan2(u[1],v[1]);
    c = 0;
    }
    [radiansToDegrees(a),radiansToDegrees(b),radiansToDegrees(c)]

    5.After the expressions are applied, turn off the eyeball and sound for the original ‘precomp that is holding the footage’ layer. Its only function is to feed coordinate data to the duplicate layer holding your properly timed footage.

    These expressions are thanks to Dan Ebberts. I picked them up from following posts relating to .toWorld expressions. If you’re wondering, the orientation expression is necessary to solve the discrepancy in the motion path caused from the combined axes of the X,Y,&Z rotation parameters moving in unison. Hope that makes sense. If not, the following posts should clear things up.

    https://forums.creativecow.net/thread/227/9572

    https://aenhancers.com/viewtopic.php?f=9&t=653&start=30

    Let me know if these expressions help.

    all the best to you,

    Darren Gardner
    Designer/Animator
    https://gardnerfx.com

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