Forum Replies Created

Viewing 1 - 7 of 7 posts
  • Emil Woodruffe

    June 15, 2013 at 11:35 pm

    Just started having the same problem when upgraded to latest version of Foundry Camera tracker v10v7
    for OSX 10.8.4

    “A problem occurred when processing OpenGL commands”

    running Nvidia Quadro 4000 OpenGL v.2.1 and latest driver version5 for CUDA

    Nothing in the scene but HD footage and Foundry camera tracker.

    No problems before upgrading.

  • Emil Woodruffe

    October 13, 2009 at 7:39 am

    very useful, thanks Chris

  • Emil Woodruffe

    September 1, 2009 at 3:52 am

    I believe what you are talking about is physics/dynamics and in theory can be coded, but really AE is not an easy product to achieve this.

    Dan’s web site has collision script that would help:

    https://www.motionscript.com/design-guide/collision.html

    best luck

  • Emil Woodruffe

    September 1, 2009 at 3:41 am

    Are you sure you need an expression for this?
    It sounds like all you want to do is have a ramped rotation on a 3d object.
    What you are getting is basic math yeh?
    The decreasing ramp number of the equation overtaking the small increase in frame number. Essentially the ramp is going down to zero and at some point is going to return you to your start point of zero rotation.

  • Emil Woodruffe

    August 5, 2009 at 8:59 am

    seedRandom(index,true);
    pos = random([-800,-500,-500],[800,500,500]);

    x = pos[0]*thisComp.layer(“slider”).effect(“x depth”)(“Slider”);
    y = pos[1]*thisComp.layer(“slider”).effect(“y depth”)(“Slider”);
    z = pos[2]*thisComp.layer(“slider”).effect(“z depth”)(“Slider”);

    [x,y,z]

  • Emil Woodruffe

    August 5, 2009 at 8:57 am

    Dan answered this this one a while back.
    Control everything from sliders.

  • Emil Woodruffe

    July 27, 2009 at 9:32 pm

    Thankyou Dan, this is great.
    I now understand the thought process a bit better.
    Cheers very much.

Viewing 1 - 7 of 7 posts

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