Forum Replies Created

  • Dann Parks

    December 23, 2020 at 11:30 pm in reply to: Access position of parented null

    Thank you, Dan. What you gave me (tweaked) is working perfectly. Here are some test screens of what I’m doing. It’s more complex than I described as I tried to keep the description simple. It is VR180 animation of three “ships” flying through clouds and around a larger “mothership”. The center ship (and the stereo cameras) is following a 3D path (the parent), but the wingman ships needed the offset, and they also need to bank together in formation (rotating the master Null causes them to bank). The MIR ship objects (as well as the Particular trails) are using that code to connect to individual Nulls with the offset. Probably not explained very well, but it’s all working great (so far).

    This is all in a custom VR180 stereo camera rig designed for VR headsets.

    Thanks again for your help.

  • Dann Parks

    December 23, 2020 at 8:11 pm in reply to: Access position of parented null

    Some success. I tried some half-educated guesses (and more digging in your website) and tried:

    L = thisComp.layer(“Null 1”), anchorPoint;

    L.toWorld(L.position)

    This seems to work. Don’t know exactly why – yet.

  • Dann Parks

    December 23, 2020 at 7:30 pm in reply to: Access position of parented null

    Thank you, Dan. My script knowledge is rudimentary, so I’m working to figure out how that script works and what it is acting on.

    It picks up the position of Null 1 (the child), but not the anchor point offset that I have put into Null 1. So essentially it is picking up the position of the original parent.

  • Dann Parks

    March 15, 2020 at 1:22 am in reply to: VR180 camera rig that works with Trapcode

    Sorry about the links. I’m new to Creative Cow. These should work now.

    Spectral Serenade – https://youtu.be/PQOhI2BNAQA
    Starlight Dance – https://youtu.be/gZ65IFibtmc

    I’ve tried the Skybox thing, but it leaves lines in the stitching with Trapcode stuff. I guess flares and glows have issues at the camera edge and that creates the problems. I don’t know if others have that same issue.

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  • Dann Parks

    March 13, 2020 at 5:48 pm in reply to: VR180 camera rig that works with Trapcode

    So I’ve been experimenting with a “fake” stereo rig by rendering each eye separately and combining in a new comp. Here are the VR180 results on YouTube. You heed a headset for best results. I’m using an Oculus Rift S.

    Spectral Serenade https://youtu.be/PQOhI2BNAQA
    Starlight Dance https://youtu.be/gZ65IFibtmc

    These are done with Particular. The AE camera is not a real rectilinear and does create some distortion at the very top and bottom (look up and look down).

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  • Dann Parks

    March 13, 2020 at 5:36 pm in reply to: Media Encoder rendering, SSD’s and TBW

    Thanks for the reply. I’ve been look at RAM allocation, but it doesn’t seem to affect Cache usage. Any thoughts on reducing Cache space to force more RAM use? Thanks for the help.

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