Forum Replies Created

Page 1069 of 1081
  • Dan Ebberts

    June 28, 2005 at 10:12 pm in reply to: Pickwhip to parented layer problem…

    Use this for your Beam ending point (assumes your hand layer is named “hand”):

    L = thisComp.layer(“hand”);
    L.toComp(L.anchorPoint)

    Dan

  • Dan Ebberts

    June 28, 2005 at 10:12 pm in reply to: Pickwhip to parented layer problem…

    Use this for your Beam ending point (assumes your hand layer is named “hand”):

    L = thisComp.layer(“hand”);
    L.toComp(L.anchorPoint)

    Dan

  • Dan Ebberts

    June 28, 2005 at 1:15 pm in reply to: Who has read this book?

    There is a TON of extremely useful information in this book. It’s aimed at visual effects more than motion graphics, and it may be a little advanced for novices, but if you’re serious about AE, you’re going to want to have this book in your library.

    Did I mention that I really like this book? 🙂

    Dan

  • Amazon says “Usually ships with 24 hours.”

    Dan

  • Dan Ebberts

    June 21, 2005 at 10:29 pm in reply to: expression help

    I think the problem is that value and valueAtTime give you the pre-expression value of the time remapping property and you need the post-expression value.

    One way to do it would be to loop through the time line at each frame so you can figure out what’s happened in the past. For example, let’s say you have 6 frames (0 through 5) that you want to cycle randomly with no repeats. Let’s say the first one is frame 3. For the next one you’d add a random integer from 1 through 5 to your previous one and do a modulo 6 divide. So, starting with 3, the possible results for your next number would look like this:

    (3+1)%6 = 4
    (3+2)%6 = 5
    (3+3)%6 = 0
    (3+4)%6 = 1
    (3+5)%6 = 2

    Which means that the next random frame will be different than the previous one. Hopefully that makes sense.

    The key is that you loop through the time line so you’re working with post-expression results rather than pre-expression.

    If you get stuck just holler.

    Dan

  • Dan Ebberts

    June 21, 2005 at 10:29 pm in reply to: expression help

    I think the problem is that value and valueAtTime give you the pre-expression value of the time remapping property and you need the post-expression value.

    One way to do it would be to loop through the time line at each frame so you can figure out what’s happened in the past. For example, let’s say you have 6 frames (0 through 5) that you want to cycle randomly with no repeats. Let’s say the first one is frame 3. For the next one you’d add a random integer from 1 through 5 to your previous one and do a modulo 6 divide. So, starting with 3, the possible results for your next number would look like this:

    (3+1)%6 = 4
    (3+2)%6 = 5
    (3+3)%6 = 0
    (3+4)%6 = 1
    (3+5)%6 = 2

    Which means that the next random frame will be different than the previous one. Hopefully that makes sense.

    The key is that you loop through the time line so you’re working with post-expression results rather than pre-expression.

    If you get stuck just holler.

    Dan

  • Dan Ebberts

    June 21, 2005 at 2:14 pm in reply to: Looping with expressions

    Create a new keyframe one frame back from the last time-remapping keyframe. Change the value of the last keyframe to zero. That should help.

    Dan

  • Dan Ebberts

    June 21, 2005 at 2:14 pm in reply to: Looping with expressions

    Create a new keyframe one frame back from the last time-remapping keyframe. Change the value of the last keyframe to zero. That should help.

    Dan

  • Dan Ebberts

    June 21, 2005 at 1:34 pm in reply to: 3D expression

    I think I’d make the shot of the talent the parent of the camera and then rotate the shot on its y axis based on the rotation speed (but in the opposite direction) of the turntable used for the original shot. For example:

    rotationSpeed = 5; // degrees per second
    time*rotationSpeed

    Something like that.

    Dan

  • Dan Ebberts

    June 21, 2005 at 1:34 pm in reply to: 3D expression

    I think I’d make the shot of the talent the parent of the camera and then rotate the shot on its y axis based on the rotation speed (but in the opposite direction) of the turntable used for the original shot. For example:

    rotationSpeed = 5; // degrees per second
    time*rotationSpeed

    Something like that.

    Dan

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