Forum Replies Created

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  • Andres Torres

    February 3, 2010 at 9:12 pm in reply to: Sum Marker Values

    If there were an After Effects Superhero…his name would be Dan Ebberts.

  • Andres Torres

    June 22, 2009 at 1:09 pm in reply to: Physical Simulation – Gravity on Square

    You “used” to attempt physical simulations using C4D’s Physics Engine? Would you say it’s not worth attempting in C4D or 3DS Max?

  • Andres Torres

    June 16, 2009 at 5:05 pm in reply to: Expression based Rig for a Mobile

    Trying to figure out a way to rotate the lower white string based on the movement of the point where it’s attached to the blue arch.

    First I tried the Ponytail Physics by Filip Vandueren, but after playing with the variables, I couldn’t get realistic sway for the bottom string. This has promise though, especially if it used some of the math in the inertial bounce expression below.

    inertia = 0.8;
    stiffness = 0.25;

    lagValue = calcValue(0);
    f= thisComp.frameDuration;
    will=0;

    for (t=0; t<=time; t+=f) { delta = calcValue(t) - lagValue; will = will * inertia + delta*stiffness ; lagValue +=will } lagValue-parent.rotation; function calcValue(t) { p1=toComp(anchorPoint,t); p2=toComp(anchorPoint,t-thisComp.frameDuration); x=p1[0]-p2[0]; y=p1[1]-p2[1]; if (y>0) {
    y=y*5; // make *5 variable ?
    } else {
    y=y*0; // negative Y speed has no effect
    }

    r=x*2 + y; // make *2 variable

    return r;
    }

    Inertial bounce seems more realistic, but i can’t figure out how to calculate rotation of the lower string based on the position of the null it’s attached to.

    // Inertial Bounce (moves settle into place after bouncing around a little)
    n = 0;
    if (numKeys > 0){
    n = nearestKey(time).index;
    if (key(n).time > time){
    n–;
    }
    }
    if (n == 0){
    t = 0;
    }else{
    t = time – key(n).time;
    }

    if (n > 0){
    v = velocityAtTime(key(n).time – thisComp.frameDuration/10);
    amp = .05;
    freq = 4.0;
    decay = 2.0;
    value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
    }else{
    value;
    }

  • Andres Torres

    June 15, 2009 at 9:20 pm in reply to: String and Ball

    This is good, but I’m looking for something a little more robust. I altered the mask so that it was simply a line and no ball, but the string looks like a series of swinging rectangles as expected. It would take a lot of rectangles or balls to create the illusion of a string which could get bogged down by all those repeated expressions.

    Thanks for pointing this out though, I didn’t know it existed.

  • Andres Torres

    June 15, 2009 at 9:08 pm in reply to: Trapcode 3D Stroke – attach ball to endpoint

    Yeah, that was my 1st thought. I just didn’t know if it could be done with expressions. Maybe Peder Norrby would have to write that into the plug-in for that to be possible?

  • Andres Torres

    May 2, 2009 at 4:23 pm in reply to: Hold Frames

    Thanks for your reply.

    Where do I apply the expression?

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