Forum Replies Created

Page 962 of 1081
  • Dan Ebberts

    September 13, 2007 at 4:02 pm in reply to: Time Remap according to Camera Position

    It’s in seconds.

    Dan

  • Dan Ebberts

    September 13, 2007 at 3:28 pm in reply to: Time Remap according to Camera Position

    I think you just need to change the output range of linear() to something suitable for time remapping, like this:

    startFade = 500;
    endFade = 1250;
    timeStart = 0;
    timeEnd = 10;

    d = position[2] – thisComp.layer(“Camera 2”).position[2];
    linear(d,startFade,endFade,timeStart,timeEnd)

    Dan

  • Dan Ebberts

    September 13, 2007 at 12:09 pm in reply to: Converting 3D position to 2D ?

    Like this:

    L = thisComp.layer(“Light 1”);
    L.toComp([0,0,0]);

    Dan

  • Dan Ebberts

    September 12, 2007 at 7:48 pm in reply to: actionscipt to after effects

    Well, both languages are based on JavaScript, but there are some fundamental differences that make translation of all but the simplest Flash animations to AE tricky.

    The big one is that expressions start fresh at each frame, with no history of what has happened before (i.e. there are no persistent variables). In Flash, you do have persistent variables, so you can update your animation at each frame by, for example, just incrementing an element’s position. With an expression, you can’t even get at the current value – only the pre-expression value is accessible. This difference alone really complicates things.

    Dan

  • Dan Ebberts

    September 12, 2007 at 7:29 pm in reply to: Layered Ocean

    A more detailed description of what you’re trying to do would be helpful.

    Dan

  • Dan Ebberts

    September 12, 2007 at 7:02 pm in reply to: 3D Camera facing expressions

    I’d give this a try:

    C = thisComp.activeCamera;

    V = C.toWorldVec([1,0,0]);
    -radiansToDegrees(Math.atan2(V[2], V[0]))

    Dan

  • Dan Ebberts

    September 12, 2007 at 3:49 pm in reply to: 3D Camera facing expressions

    I’m not sure if this is what you’re after, but it should give a layer the same orientation as the camera:

    C = thisComp.activeCamera;

    V = C.toWorldVec([0,0,1]);
    P = toWorld(anchorPoint);
    lookAt(P, P + V);

    Dan

  • Dan Ebberts

    September 5, 2007 at 7:53 pm in reply to: How to create Disney like Fairy Dust (Pixie Dust)

    It will be more difficult in AE (unless you get Trapcode’s Particular plug-in) but this might help:

    https://library.creativecow.net/articles/ebberts_dan/particle_gen.php

    Dan

  • Dan Ebberts

    September 1, 2007 at 10:53 pm in reply to: Problem with Dan Hebert’s Inverse Kinematic expression

    Do you meant that the feet don’t stay put when you move the torso (because you have the effectors parented to the torso)?

    Or do you mean that the feet, when planted on the floor, rotate at the ankle (as you move the torso around) so that the toes dip below the level of the floor?

    Dan

  • Dan Ebberts

    September 1, 2007 at 8:12 pm in reply to: Problem with vector math

    Here’s an example I dug up from my archives that might help. It works in AE’s 3D world space (+y is down, +z is away from front view) and calculates the world space orientation of “Layer 1”. The rotation matrix has been reduced down to a couple of sin & cos operations:

    L = thisComp.layer(“Layer 1”);
    u = L.toWorldVec([1,0,0]);
    v = L.toWorldVec([0,1,0]);
    w = L.toWorldVec([0,0,1]);

    sinb = clamp(w[0],-1,1);
    b = Math.asin(sinb);
    cosb = Math.cos(b);
    if (Math.abs(cosb) > .0005){
    c = -Math.atan2(v[0],u[0]);
    a = -Math.atan2(w[1],w[2]);
    }else{
    a = Math.atan2(u[1],v[1]);
    c = 0;
    }
    [radiansToDegrees(a),radiansToDegrees(b),radiansToDegrees(c)]

    Dan

Page 962 of 1081

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