Forum Replies Created

Page 982 of 1081
  • You could apply a Fill Color animator to your text and then apply an expression like this to the Fill Color property:

    color1 = [0, 0, 0.7, 1];
    color2 = [.8, 0, 0, 1];

    if (thisComp.layer(“BG1”).enabled){
    color1;
    }else if (thisComp.layer(“BG2”).enabled){
    color2;
    }else{
    value;
    }

    Add enough colors and “else if” clauses to handle all your background layers. Note that rgba color values range from 0 to 1 so white is [1, 1, 1, 1} and black is [0, 0, 0, 1], etc.

    Dan

  • Dan Ebberts

    March 24, 2007 at 11:33 pm in reply to: Dan Ebberts – help

    Just change the random min and max. This should give you the idea:

    seed_random(index,true);
    xVal = this_comp.layer(“Center”).position[0]+random(-400, 400);
    yVal = this_comp.layer(“Center”).position[1]+random(-400, 400);
    zVal = this_comp.layer(“Center”).position[2]+random(-400, 400);
    [xVal,yVal,zVal]

    In newer versions of AE you can copy just an expression and paste it onto a bunch of layers at once. In 5.5 you might be able apply it to a transform effect and make a preset out of it, but I don’t remember if all the necessary pieces exist in 5.5.

    Dan

  • Dan Ebberts

    March 24, 2007 at 10:09 pm in reply to: Dan Ebberts – help

    This should do it:

    seed_random(index,true);
    xVal = this_comp.layer(“Center”).position[0]+random(-10000, 10000);
    yVal = this_comp.layer(“Center”).position[1]+random(-10000, 10000);
    zVal = this_comp.layer(“Center”).position[2]+random(-10000, 10000);
    [xVal,yVal,zVal]

    Dan

  • Dan Ebberts

    March 23, 2007 at 1:38 am in reply to: Random Motion Linked to an Audio Control

    Try changing the last line to this:

    lev = linear(distance, close, far, loudMax, loudMin);
    [lev, lev]

    Dan

  • Dan Ebberts

    March 22, 2007 at 6:09 pm in reply to: Help creating Opacity to Gaussian Blur expression.

    This should do it:

    100 – opacity

    Dan

  • Dan Ebberts

    March 20, 2007 at 1:59 pm in reply to: Random Movement Expression

    If you make a small change to the expression, the pieces will start from wherever you place them:

    
    origin = [10,10]; //upper left hand corner of grid
    dimX = 8; //number of columns
    dimY = 6; //number of rows
    gap = 20; // distance between cells (pixels)
    gridRate = 300; //speed (pixels per second)
    holdTime = .2; //(seconds)
    
    end = 0;
    j = 0;
    
    while (time >= end){
      seedRandom(j,true);
      
      startX = Math.floor(random(dimX))*gap + origin[0];
      startY = Math.floor(random(dimY))*gap + origin[1];
      if (j == 0){
        startX = value[0];
        startY = value[1];
      }
      j +=1;
      seedRandom(j,true)
      start = end;
      endX = Math.floor(random(dimX))*gap + origin[0];
      endY = Math.floor(random(dimY))*gap + origin[1];
      deltaX = Math.abs(endX - startX);
      deltaY = Math.abs(endY - startY);
    
      end += (deltaX + deltaY)/gridRate + 2*holdTime;
    }
    
    p1 = start + deltaX/gridRate;
    p2 = p1 + holdTime;
    p3 = p2 + deltaY/gridRate;
    
    if (time < p1){
      ease(time,start,p1,[startX,startY],[endX,startY])
    }else if (time < p2){
      [endX,startY]
    }else if (time < p3){
      ease(time,p2,p3,[endX,startY],[endX,endY])
    }else{
      [endX,endY]
    }
    
    
    

    Dan

  • Dan Ebberts

    March 20, 2007 at 2:51 am in reply to: Random Movement Expression

    Ah, the old random motion on a grid expression. So you want the objects to start out as an array that form a picture and at some point break into random grid motion, is that correct? If so, do the pieces fill the grid or is the grid bigger? If the grid is bigger, are the pieces arranged at the center? Or is it something else entirely?

    Dan

  • Dan Ebberts

    March 16, 2007 at 11:34 pm in reply to: Jack-in-the-box in 3d

    Not exactly sure what you’re asking here, but if you want something that springs towards the camera in the z direction, you could try this:

    veloc = 35;
    amplitude = 150;
    decay = 1.0;
    z = amplitude*Math.cos(veloc*time)/Math.exp(decay*time);
    value – [0,0,z]

    Dan

  • It’s a pleasure to have you on board Filip – welcome!

    Dan

  • Dan Ebberts

    March 15, 2007 at 1:17 pm in reply to: Scale expression

    It should look something like this:

    minScale = 30;
    mult = 3;
    s = thisComp.layer(“Audio Amplitude”).effect(“Both Channels”)(“Slider”);
    [value[0],s*mult + minScale]

    Dan

Page 982 of 1081

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