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  • Issue with one frame with Time-Remapping function, with looping loopOut(“cycle”)

     Alex Todorov updated 1 month ago 3 Members · 4 Posts
  • Alex Todorov

    May 18, 2022 at 1:41 pm

    Issue with one frame with Time-Remapping function, with looping loopOut(“cycle”);

    Very weird deformation of pre-last key, appearing semi-transparent areas. WHY???

    What’s wrong?

  • Filip Vandueren

    May 19, 2022 at 10:41 am

    It seems like a bug, because it persists even when you add a hold keyframe.

    What’s happening is that Particle World is applying a sort of motion blur/frameblend to the particles (you can check by setting the particles’ type to Lines, they’ll become super long for that frame). Particle world obeys the sudden jump in speed (-3 seconds in 1 frame) but like I say, it doesn’t obey even if you add a hold keyframe that the timing should stay still).

    I’ve found another fix though: in your CC Particle World precomp’s comp settings enable “Advanced -> Preserve framerate when nested or in render queue”

  • Thiago Macedo

    May 19, 2022 at 4:41 pm

    probably not the best solution but for this example, you can use a workaround with the “refine hard matte” effect on the CC Particle World precomp. Set contrast above 60% and adjust the feather as you like. Use fill or tint to fix the possible glitches on alpha due to transparency inconsistencies.

  • Alex Todorov

    May 23, 2022 at 5:30 pm

    Thanks it’s work!!!

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