Forum Replies Created

Page 38 of 163
  • As in the lights out of frame that create the beams? Or the lens flare?

    If it’s the beams, it’s typical volumetric lighting. Any 3D program will do it. You can try LUX by trapcode for AE which makes Volumetric light. Then you use a moving map so that it breaks up the beams. It’s the same way ppl do underwater scenes in 3D. They use volumetric lights shining through the “surface” through a noise map and it creates moving and rippling beams.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 3:48 pm in reply to: Window ad

    I’m in front of particular now. It’s there: In Particular, click on the “Animation Presets” pull down menu and select “t_Organic Lines”.

    Then move the timeline back and forth to see it.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 3:24 pm in reply to: Changing color of subject – arm giving blood

    Well first try to key off the color of your arm. Use a color key to grab the flesh tone and dial in the controls to isolate just your arm colors. Then use the mask on an adjustment layer with your favorite color controls.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 3:21 pm in reply to: Window ad

    Hmm. Didn’t know that bounce over rides air, but I guess that makes sense since it is a pulldown menu to select which physics model.

    For the tails, under the presets select “Organic lines” and check that out. That’s basically a handful of particles flying around with tails (using the aux system). Basically pick that apart to see how they did it. Especially the Aux part.

    The Aux system generates particle streams from particles themselves. So the tails are actually densely packed glow spheres that trail off.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 2:10 pm in reply to: Window ad

    I’m not in front of Particicular right now but so I can’t give you exacts on the bounce this second, but under particles type set it to (I think) it’s “Custom” Then you can select a layer from your comp that will be the particle.

    So if you have an arrowhead (with an alpha) put it in the comp but turn off it’s visibility. Then make assign it as the custom layer.

    Go Here:

    https://trapcode.com/download.html

    In the “Hands on Training” section there is tutorials for “Particular – Bounce” and “Particular – Custom”. Check those out.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 1:43 pm in reply to: Complex Camera Moves

    I have no secrets 😉

    1. null_CamPosition
    2. null_CamRotation (Parent = null_CamPosition)
    3. null_CamShake (Parent = null_CamRotation)
    4. Camera (Parent = null_CamShake)

    I do this so I am never commited to any keyframing that is done, I can still offset things how I wish. For example for the cam to vibrate, it uses up the cam’s position parameter. But if the vibrate is a parent of another null, it moves first from the first null, then it adds vibration to it.

    Also if you have rotation on it’s own null, for example, the rotation null can be the camera’s general aiming direction as it moves through space (from the PosNull). But then you still want to override the camera angle to look at something for a moment or to offset it temporarily, then you can still key the camera’s actual rotation and it won’t effect the rotation you already have from the RotNull. Or if your PosNull had a good animation path, but you just think it should be tweaked in space because it’s not quite the right spot, instead of moving all your keys, simply drag the camera layer around (Since it doesn’t have keys itself, it just rides along).

    Like when I do a motion track, I paste the track data to a null and not to the video layer itself. Then I parent the video layer to the null. This way dealing with offsetting the layer is as easy as grabbing it in the comp window and dragging it to a new position. Yet it still tracks along because it is parented to the null with the track data.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 1:43 pm in reply to: Complex Camera Moves

    I have no secrets 😉

    1. null_CamPosition
    2. null_CamRotation (Parent = null_CamPosition)
    3. null_CamShake (Parent = null_CamRotation)
    4. Camera (Parent = null_CamShake)

    I do this so I am never commited to any keyframing that is done, I can still offset things how I wish. For example for the cam to vibrate, it uses up the cam’s position parameter. But if the vibrate is a parent of another null, it moves first from the first null, then it adds vibration to it.

    Also if you have rotation on it’s own null, for example, the rotation null can be the camera’s general aiming direction as it moves through space (from the PosNull). But then you still want to override the camera angle to look at something for a moment or to offset it temporarily, then you can still key the camera’s actual rotation and it won’t effect the rotation you already have from the RotNull. Or if your PosNull had a good animation path, but you just think it should be tweaked in space because it’s not quite the right spot, instead of moving all your keys, simply drag the camera layer around (Since it doesn’t have keys itself, it just rides along).

    Like when I do a motion track, I paste the track data to a null and not to the video layer itself. Then I parent the video layer to the null. This way dealing with offsetting the layer is as easy as grabbing it in the comp window and dragging it to a new position. Yet it still tracks along because it is parented to the null with the track data.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 4:30 am in reply to: Window ad

    If you have particular, you can set up particles to hit a invisible surface that is lined up with your surface and turn on the bounce physics properties of the particles. Make each particles a layer of an arrow head (or not) and turn on the aux system in Particular so the particles leaves a trail (tail). Then setup the air system to have some turbulence so the particles travel in little waves.

    So in the end you would have glowing streaks with little arrow heads flowing to the glass and bouncing off on their own with smooth tails.

    If you don’t have Particular, you can download the demo and see if the effect works for you. If it does just buy the serial from Trapcode. Worth every cent, ‘specially since someone’s paying 🙂

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 4:25 am in reply to: Complex Camera Moves

    I shut off the camera’s POI. Then layer groups of animation to nulls. One null is position only, next null is rotation only, next null is shake/vibrate only, then lastly the cam. All of these in a parent/child chain.

    This way everything is in it’s own layer of motion and not all mixed together. Also each null works relative to 0,0,0 so any expression writing is easy.

    Chris Smith
    https://www.sugarfilmproduction.com

  • Chris Smith

    May 12, 2006 at 4:25 am in reply to: Complex Camera Moves

    I shut off the camera’s POI. Then layer groups of animation to nulls. One null is position only, next null is rotation only, next null is shake/vibrate only, then lastly the cam. All of these in a parent/child chain.

    This way everything is in it’s own layer of motion and not all mixed together. Also each null works relative to 0,0,0 so any expression writing is easy.

    Chris Smith
    https://www.sugarfilmproduction.com

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