Forum Replies Created

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  • Dan Ebberts

    December 23, 2020 at 9:30 pm in reply to: Access position of parented null

    What I posted should give you the location of the parented null’s anchor point in world space. I guess I don’t completely understand what you’re after. Maybe you could post a screen shot of how you have things set up.

  • Dan Ebberts

    December 23, 2020 at 6:51 pm in reply to: Multiple specific Colour and stroke on text

    No, you can put them anywhere, you just have to link to them with the c1, c2, etc. variables.

    Dan

  • Dan Ebberts

    December 23, 2020 at 6:01 pm in reply to: Access position of parented null

    Try it this way:

    L = thisComp.layer("Null 1");

    L.toWorld(L.anchorPoint)

  • Dan Ebberts

    December 23, 2020 at 3:40 pm in reply to: Multiple specific Colour and stroke on text

    You could use color controls (or fill effects) and modify the first part of the expression to define the color array (with as many colors as you want) this way:

    c1 = effect("Color Control")("Color");

    c2 = effect("Color Control 2")("Color");

    c3 = effect("Color Control 3")("Color");

    c4 = effect("Color Control 4")("Color");

    c5 = effect("Color Control 5")("Color");

    colors = [c1,c2,c3,c4,c5];

  • Dan Ebberts

    December 23, 2020 at 1:09 am in reply to: Using linear expression twice in one layer

    Try it this way:

    compLength = thisComp.duration;

    if (time <= 1.2)

    linear(time, inPoint, 1.2, -1035.6667, -2655.907)

    else

    linear(time, compLength - 1, compLength + .2, -2655.907, -7500);

  • Dan Ebberts

    December 20, 2020 at 1:07 am in reply to: Simulate chasing over a terrain

    Just a lazy way to initialize two variables to the same value.

  • Dan Ebberts

    December 20, 2020 at 12:52 am in reply to: Simulate chasing over a terrain

    Yeah, OK. Maybe something like this then:

    maxSpeed = 10;

    minSpeed = 0;

    maxDistance = 500;

    target = thisComp.layer("Target").position;

    pointer = thisComp.layer("Pointer").position;

    accum = d = [0,0];

    f = timeToFrames(time);

    for (i = 0; i <= f; i++){

    t = framesToTime(i);

    d = target.valueAtTime(t) - pointer.valueAtTime(t);

    factor = linear(length(d),0,maxDistance,maxSpeed,minSpeed);

    accum += normalize(d)*factor;

    }

    value - accum;

  • Dan Ebberts

    December 19, 2020 at 7:54 pm in reply to: Simulate chasing over a terrain

    Maybe something like this applied to the Offset Turbulence parameter of Fractal Noise (or the position property of a large texture layer):

    refPoint = [thisComp.width/2,thisComp.height/2];

    distanceFactor = 2;

    delta = thisComp.layer("Target").position - refPoint;

    value - delta*distanceFactor

  • Probably something like this:

    s1 = effect("Slider 1")("Slider");

    s2 = effect("Slider 2")("Slider");

    s3 = effect("Slider 3")("Slider");

    s4 = effect("Slider 4")("Slider");

    "CUBIC-BEZIER(" + s1 + ", " + s2 + ", " + s3 + ", " + s4 + ")";

  • Dan Ebberts

    December 18, 2020 at 10:11 pm in reply to: Spin Velocity control with Slider being weird

    This should help explain the problem and provide potential solutions:

    https://www.motionscript.com/articles/speed-control.html

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