Forum Replies Created

Page 19 of 39
  • Doyle Rockwell

    January 17, 2007 at 6:29 am in reply to: psd file problem – where did my alpha channel go?

    Heya,

    The alpha channel is still intact: Motion (and maybe LiveType) probably just aren’t guessing the proper interpretation. Once you’ve imported the PSD file into your project, select it and press Shift+F. This will show you the Media tab (in the Inspector) for that particular piece of media. From the Alpha Type popup menu, pick “Premultiplied-White”. Photoshop premultiplies alpha with white (which is weird, as most apps premult with black), so this should take care of your problem.

    Good luck with your project!

  • Doyle Rockwell

    December 30, 2006 at 4:18 pm in reply to: fractal noise filter?

    Heya,

    AE’s native plugins can’t be loaded by other applications (Adobe does a runtime check to see if the host app is AE). Third-party ones will work, though.

    Have you tried Motion’s Clouds generator? It seems to be turbulence/fractal-based.

  • Doyle Rockwell

    December 29, 2006 at 5:45 am in reply to: 3rd party filters

    Heya,

    What do you mean by “flicker”?

  • Doyle Rockwell

    December 22, 2006 at 4:26 am in reply to: Starstepping while Scaling Graphic

    Heya,

    Did you try setting the anti-aliasing mode to ‘Best’? You can find it in the second tab of the Project Properties window (Cmd+J).

  • Doyle Rockwell

    December 1, 2006 at 10:51 pm in reply to: Bug report/feature request

    Ah, my bad, I didn’t pay attention to the particular filter you were using. The Simple Border filter adds a border based on an object’s bounding box, not the alpha. If you’re trying to add a single-color line based on the alpha, try using the Outer Glow filter and setting the Inner and Outer colors to the same value. The Range parameter then affects the softness/hardness.

    Hope this helps.

  • Doyle Rockwell

    December 1, 2006 at 10:02 pm in reply to: Bug report/feature request

    Heya,

    Okay, now go back and re-read my post 🙂 Unlike in a node-based compositor where you, the user, can dictate the order-of-operations, Motion (like AE) has a fixed one. Since filters get processed before masks (on a given object), if you want a filter a masked result, you need to nest the masked object in a new layer and filter the new layer. It’s like pre-comping in AE, though not as compartmentalized. Just to clarify: don’t confuse a “layer” in Motion with a “layer” in AE. In Motion, layers are containers that hold objects, like pre-comps. In AE, they’re the image-generating objects like images, solids, text, etc. Here’s your stack in the Layers List:

    Layer
    ->Filter
    ->My Image To Be Masked
    —>Mask

    The image object gets masked, and then the layer gets filtered. This way your mask processes before the filter, giving you your desired result.

  • Doyle Rockwell

    December 1, 2006 at 6:19 pm in reply to: Bug report/feature request

    Heya,

    Motion’s order-of-operations goes Image->Filters->Masks->Blending, so if you want to filter a masked object, you just need to nest it in a layer and filter the layer.

    Hope this helps!

  • Doyle Rockwell

    November 24, 2006 at 9:59 pm in reply to: Motion 2 wont start on my new Intel Mac

    Heya,

    Just go to the same page on the Australian Apple site: https://www.apple.com/au/universal/crossgrade/

  • Doyle Rockwell

    November 23, 2006 at 4:38 pm in reply to: Motion 2 wont start on my new Intel Mac

    Heya,

    You have an Intel mac, so you need the Universal Binary version of the Studio (5.1), which runs on PowerPC and Intel. Apple is offering a crossgrade, found here: https://www.apple.com/universal/crossgrade/

    The cool thing is, you get a new full retail version, instead of another upgrade serial number.

  • Doyle Rockwell

    November 17, 2006 at 5:37 pm in reply to: Motion and GPU

    Hey David,

    Welcome to the wild world of hardware-based rendering! Motion is limited by the maximum texture size of the system’s GPU. For ATI cards before the X1600/X1900, this limit was 2K (2048×2048). The newest ATI cards appear to support 4K, but I’ve seen some texture corruption when getting near the 3K point, so I can’t vouch for how definite it is. Nvidia GPUs solidly support 4K.

    Unfortunately, these numbers are totally up to the GPU manufacturer, and since GPU development is driven by games and most games don’t have textures that exceed 1K, it’s really rather miraculous that we’re seeing 4K at all. Huge texture size just hasn’t been that much of a hot issue for game developers. That being said, rumors have been floating around the GPU-geek forums that ATI has a card in development that is capable of 8K. My heart beats fast just thinking about it, but it’s just a rumor. Would be sweet, though, eh?

    There’s a bit more explanation about Motion’s GPU limitations and practices here: https://www.motionsmarts.com/tutorials/nutsandbolts/sizematters.html

    Tiling (as you described) can get by some of the limits, but it only works if you don’t do anything that forces a pre-comp of the layer containing the tiles, since that forces Motion to try to render the entire area (which is too large), resulting in cropping. Again, more on that in the linked article.

    Good luck with your project!

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