Forum Replies Created

Page 1012 of 1081
  • Dan Ebberts

    July 26, 2006 at 12:54 pm in reply to: Advanced Parent/Child Properties Question

    You need to use the Layer Space Transforms.

    It would look like this:

    C = thisComp.layer(“child”);
    childPosition = C.toWorld(C.anchorPoint);

    There’s also a transform to move the child’s position into comp (view) space that’s the same as above except you use “toComp()”.

    Dan

  • Dan Ebberts

    July 26, 2006 at 12:13 am in reply to: Noise() help

    Thanks Filip, I couldn’t have explained it better myself. 🙂

    Dan

  • Dan Ebberts

    July 26, 2006 at 12:13 am in reply to: Noise() help

    Thanks Filip, I couldn’t have explained it better myself. 🙂

    Dan

  • Dan Ebberts

    July 25, 2006 at 1:04 pm in reply to: wiggle my Y

    This is one way:

    [value[0],wiggle(5,30)[1]]

    Dan

  • Dan Ebberts

    July 25, 2006 at 1:04 pm in reply to: wiggle my Y

    This is one way:

    [value[0],wiggle(5,30)[1]]

    Dan

  • Dan Ebberts

    July 24, 2006 at 7:40 pm in reply to: Dan expression spring? Physic laws?

    It sounds like you want something like the old Motion Math spring script. George Polevoy posted an expression a few years ago that works pretty well:

    // AE expression by George Polevoy
    // http://www.creativecow.net

    // attaches an object to a “Controller” object with a “spring”
    // You need another “Controller” which will drive animation of this one

    // parameters
    conserveMotion = 0.95; // valid range: 0.5 to 0.995
    springResistance = 10; // positive values
    prerollTime = 2; // value in seconds. greater values give more precise result

    //
    fps = 1.0 / this_comp.frame_duration;
    if ( prerollTime > time ) prerollTime = time;
    dt = this_comp.frame_duration;
    frame = time * fps;
    integrationTime = time – prerollTime;

    s = [0,0];
    p = this_comp.layer(“Controller”).position.value_at_time( integrationTime );

    i = frame – prerollTime * fps;
    for (; i < frame; i++, integrationTime += dt ) { c = this_comp.layer("Controller").position.value_at_time( integrationTime ); d = c - p; s = s + d * springResistance; s = s * conserveMotion; p = p + s * dt; } Dan

    Activity

  • Dan Ebberts

    July 24, 2006 at 7:40 pm in reply to: Dan expression spring? Physic laws?

    It sounds like you want something like the old Motion Math spring script. George Polevoy posted an expression a few years ago that works pretty well:

    // AE expression by George Polevoy
    // http://www.creativecow.net

    // attaches an object to a “Controller” object with a “spring”
    // You need another “Controller” which will drive animation of this one

    // parameters
    conserveMotion = 0.95; // valid range: 0.5 to 0.995
    springResistance = 10; // positive values
    prerollTime = 2; // value in seconds. greater values give more precise result

    //
    fps = 1.0 / this_comp.frame_duration;
    if ( prerollTime > time ) prerollTime = time;
    dt = this_comp.frame_duration;
    frame = time * fps;
    integrationTime = time – prerollTime;

    s = [0,0];
    p = this_comp.layer(“Controller”).position.value_at_time( integrationTime );

    i = frame – prerollTime * fps;
    for (; i < frame; i++, integrationTime += dt ) { c = this_comp.layer("Controller").position.value_at_time( integrationTime ); d = c - p; s = s + d * springResistance; s = s * conserveMotion; p = p + s * dt; } Dan

    Activity

  • Dan Ebberts

    July 24, 2006 at 3:08 pm in reply to: Parent camera point of interest to null

    You have to pick whip it to the Null’s Position property. Is that what you’re doing? If so, what’s the error message you get? It works fine for me.

    Dan

  • Dan Ebberts

    July 24, 2006 at 3:08 pm in reply to: Parent camera point of interest to null

    You have to pick whip it to the Null’s Position property. Is that what you’re doing? If so, what’s the error message you get? It works fine for me.

    Dan

  • Dan Ebberts

    July 20, 2006 at 1:27 pm in reply to: looping expression

    If I remember correctly, you just need to add a new keyframe one frame before the second keyframe that AE creates when you turn on time remapping. Then change the value of the last keyframe to 0. Something like that.

    Dan

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