Forum Replies Created
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Brent Taylor
April 22, 2015 at 11:07 pm in reply to: Problems with AE Overlay Opacities Since Update?So I showed my post to Adobe Support and they seem to have solved it pretty quickly. I gotta say, Adobe Support is pretty good.
Here is a transcript of the relevant parts for anyone else who stumbles into this. The solution is in bold.
Adobe: which graphic card is installed on the computer?
Me: an AMD Radeo HD6450
Me: *Radeon
Adobe: in premier pro ,please go to file< project settings< general
Adobe: please change the render to mercury playback engine software only
Me: ok
Adobe: have you chnaged it?
Me: Yes I did
Me: now please try to edit it again and check it
Me: I think that fixed it
Adobe: great
Adobe: it was the type of render
Me: is there anything else that i can do for you?
Me: No, I think that will do it. Thank you! -
Brent Taylor
April 22, 2015 at 10:37 pm in reply to: Problems with AE Overlay Opacities Since Update? -
Yeah, I try to get the audio as close as possible. But sometimes when I’m working on animation I just realize that something needs to take longer visually than I anticipated.
The idea of just outputting the audio is a great idea, though. That’s not so bad. Thanks!
Still interested if anyone else has any other ideas, too, though. I’m surprised there is no option to include audio with dynamic link. Am I missing something?
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Thanks Fahd!
That’s a good start but not quite what I’m looking for.
The way the position’s movement starts small and then increases is great! Now we just need to apply it to the right thing…
Right now it doesn’t respond to keyframing. Ideally it would do this between two keyframes like the inertial bounce script.
Also, this specifically outputs Position and doesn’t work on other elements. What I want to do is affect the layer the expression is on (again like inertial bounce). I think that means affecting velocity.
I will mess around with your version and see what I can come up with. Open to suggestions as well. Thanks again.
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Brent Taylor
January 17, 2015 at 7:10 pm in reply to: Parenting Position to Another Comp and Time Remapping Simultaneously?Made some progress on this. I think the first method is probably impossible, which is fine.
The second method I’ve ALMOST got…
This code solves problem A (courtesy of Dan Ebberts in another thread):
xtime=this_comp.layer(“dude”).time_remap;
position-comp(“dude”).layer(“head”).position.value_at_time(0)+comp(“dude”).layer(“head”).position.value_at_time(xtime)This code solves problem B:
c = comp(“dude”).layer(“head”);
c.to_world(c.anchor_point)…but how to combine the two?
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Hmm. Well, remembering a previous result would work. I know it can’t do that, though. I haven’t learned about how to loop through how you said yet… hmm.
On the other hand, I don’t really need it to remember anything… I just don’t want it to send a value to another layer unless it’s one of the ones a collision would input… is there any way to do that?
The idea here is to use the collision detection I’ve made as sort of a realtime controller for another layer which is running Time Remapping. Running the Motion Sketch, I can run the pointer across various areas, which other layers can then use for input to receive values.
I already have this working great. It’s just that the expression wants to also send a value whenever a collision ISN’T happening. That’s ok for some situations, but I want also want the option to be able to go between the various values without having to revert to a “default” in between. This way you can go from any value to any other value.
Perhaps there is some way to get the layer on the receiving end to ignore that default value? That’s what I’m experimenting with right now, but I can’t seem to get it to work. I tried this making a second slider whose input was parented to the first, conditional on it NOT being a particular value (the last “else” value from the other expression…)
if
effect(“Slider Control 2”)(1)!=5{effect(“Slider Control 2”)(1)}
But that didn’t work, either…
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Well, here is what I came up with. It’s my very first attempt at creating a new javascript expression from scratch, so it might not be very elegant, but it seems to work ok.
When the “pointer thing” object (roughly) touches the A12 object, the opacity changes.
The “100” value all over the place determines the threshold for how close the anchor point can get for the collision to count. So it’s not very exact. However, for my purposes, this will do nicely and doesn’t require nearly as much cpu.
Now if I could just figure out how to get it to affect a slider on another layer at the same time.
if
(thisComp.layer("pointer thing").transform.xPosition <= thisComp.layer("A12").transform.xPosition + 100 && thisComp.layer("pointer thing").transform.xPosition >= thisComp.layer("A12").transform.xPosition - 100 && thisComp.layer("pointer thing").transform.yPosition <= thisComp.layer("A12").transform.yPosition + 100 && thisComp.layer("pointer thing").transform.yPosition >= thisComp.layer("A12").transform.yPosition - 100)50
else
100 -
Got it. Thanks for the info! I’m working on making my own alternate version… should be less intense albeit less precise. Let’s see if I can manage to make something new in javascript despite my newbliness. 🙂
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I know this is a very old post, but it’s exactly what I’m trying to do so I hope it’s ok.
I’m using the code Dan supplied in this thread, but I keep getting errors telling me the engine has timed out. Or the program just crashes. The preview window also hangs a lot as I move layers around if the layer with the expression is enabled.
I have a fairly powerful machine (3.4 GHz quad core with 16 GB of ram and a dedicated video card). Is there something I’m doing wrong? Or does this expression just require monstrous horsepower?
The only thing I can think of that I might be doing wrong is maybe I’m putting the expression in the wrong place. I’m putting it in the “theLayer” opacity expression slot.
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Brent Taylor
November 13, 2014 at 10:51 pm in reply to: Choosing a DAW with Video Abilities – Recommendations?Correct me if I’m wrong, but I was under the impression that Audition did not support virtual midi instruments.

