Forum Replies Created

Page 29 of 45
  • Captain Mench

    June 23, 2006 at 7:51 pm in reply to: Marker Issues

    Correct.

    Markers going to Mpeg2 have to sit on an I-Frame… (or is it P-Frame) well, either way, it’s one in 10-15ish give or take depending on your compression.

    DVDSP will find the closest I-Frame and move your marker there.

    CaptM

  • What was the render that you used out of AE?

    In FCP, is there a color line above the clip? Try Option-R with the timeline selected. See if that doesn’t clear it up.

    Again, though… what render did you use? I don’t have any problems with AE to FCP…

    CaptM

  • Are you referring to IMX?

    CaptM

  • Captain Mench

    June 22, 2006 at 1:34 am in reply to: Free grunge/dirt mattes – where

    My favorite place to go for things like that and many other cool photos is:

    https://www.sxc.hu/

    Register for free and have a blast!!

    Search for grunge and you’ll find what you want.

    CaptM

  • Captain Mench

    June 22, 2006 at 12:19 am in reply to: money rain

    Found the one I was thinking about…again by Mr. Ebberts… Dan — I’m just down the road from you… mind if I sit in your mind for a few days?

    Though I think the other one is easier…
    ___

    A falling leaf can be a pretty complicated simulation – sometimes they just
    fall gently, sometimes they do barrel-rolls, sometimes glide back and forth, or
    any combination. These expression roughly simulate the glide back and forth
    variation. I tried this on a 3D solid positioned above the camera view,
    oriented with Z pointing down and Y pointing in the positive Z direction
    (orientation [90,0,0]).

    Then I added these three expressions:

    POSITION:

    yVelocity = 200; //pixels per second
    oscFreq = 1.5; //oscillations per second
    oscDepth = 35; //oscillation depth (pixels)
    drift = 25; // drift (wind?) (pixels per second: – = left, + = right)

    value + [oscDepth*Math.sin(oscFreq*Math.PI*2*time) + drift *time,
    yVelocity*time,0]

    Z ROTATION:

    seed_random(index,true);
    random(360);

    Y ROTATION:

    oscFreq = 1.5;
    maxTilt = 15; //degrees

    maxTilt*Math.cos(oscFreq*Math.PI*2*time)

    If you edit the parameters, you need to make sure that the oscillating
    frequency is the same in both the position and y-rotation expressions (or map
    it to a slider control). If you wanted to apply this to a bunch of leaves,
    you’d want to introduce some randomness into the various parameters along with
    a random starting phase.

    ___

    CaptM

  • Captain Mench

    June 22, 2006 at 12:19 am in reply to: money rain

    Found the one I was thinking about…again by Mr. Ebberts… Dan — I’m just down the road from you… mind if I sit in your mind for a few days?

    Though I think the other one is easier…
    ___

    A falling leaf can be a pretty complicated simulation – sometimes they just
    fall gently, sometimes they do barrel-rolls, sometimes glide back and forth, or
    any combination. These expression roughly simulate the glide back and forth
    variation. I tried this on a 3D solid positioned above the camera view,
    oriented with Z pointing down and Y pointing in the positive Z direction
    (orientation [90,0,0]).

    Then I added these three expressions:

    POSITION:

    yVelocity = 200; //pixels per second
    oscFreq = 1.5; //oscillations per second
    oscDepth = 35; //oscillation depth (pixels)
    drift = 25; // drift (wind?) (pixels per second: – = left, + = right)

    value + [oscDepth*Math.sin(oscFreq*Math.PI*2*time) + drift *time,
    yVelocity*time,0]

    Z ROTATION:

    seed_random(index,true);
    random(360);

    Y ROTATION:

    oscFreq = 1.5;
    maxTilt = 15; //degrees

    maxTilt*Math.cos(oscFreq*Math.PI*2*time)

    If you edit the parameters, you need to make sure that the oscillating
    frequency is the same in both the position and y-rotation expressions (or map
    it to a slider control). If you wanted to apply this to a bunch of leaves,
    you’d want to introduce some randomness into the various parameters along with
    a random starting phase.

    ___

    CaptM

  • Captain Mench

    June 21, 2006 at 9:06 pm in reply to: money rain

    Is particle playground still under simulation? Haven’t looked for that in years!! You could tie an image to those particles…

    Also — here’s an interesting script that will simulate a falling paperish object:

    Well — I couldn’t find the one I was looking for… but this might help you too:

    https://www.motionscript.com/expressions-lab/confetti.html

    Thanks Dan Ebberts

    CaptM

  • Captain Mench

    June 21, 2006 at 9:06 pm in reply to: money rain

    Is particle playground still under simulation? Haven’t looked for that in years!! You could tie an image to those particles…

    Also — here’s an interesting script that will simulate a falling paperish object:

    Well — I couldn’t find the one I was looking for… but this might help you too:

    https://www.motionscript.com/expressions-lab/confetti.html

    Thanks Dan Ebberts

    CaptM

  • Captain Mench

    June 21, 2006 at 8:52 pm in reply to: How I’d do this?

    Apple-R is also a render those things that need rendering at a level I’ve asked you to render…

    ya — so, Check your render settings under your sequence menu. I’ll bet that it is set only to render Red Line and maybe Orange Line material. If you need it to render GREEN line stuff you can tell it to.

    Good luck,

    CaptM

  • Captain Mench

    June 21, 2006 at 5:51 am in reply to: Adding Brushes in the Paint Brushes…

    Thanks. Would be nice. I’ll wait.

    Thanks

    CaptM

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