Forum Replies Created

Page 218 of 277
  • Filip Vandueren

    January 26, 2006 at 4:58 pm in reply to: jumping counter expression

    Thanks Dan,

    didn’t test the expression… d’oh

    This will work:

    beginValue=3;
    beginTime=5;
    incTime=2;
    inc=6;

    beginValue + Math.floor((time>beginTime?time-beginTime:0)/incTime)*inc;

  • Filip Vandueren

    January 26, 2006 at 4:58 pm in reply to: jumping counter expression

    Thanks Dan,

    didn’t test the expression… d’oh

    This will work:

    beginValue=3;
    beginTime=5;
    incTime=2;
    inc=6;

    beginValue + Math.floor((time>beginTime?time-beginTime:0)/incTime)*inc;

  • Filip Vandueren

    January 26, 2006 at 2:49 pm in reply to: simple javascript (I hope!)


    posterizeTime(3); // in fps
    random(100)>50 ? 100 : 0;

    If you preceed any expression with a “posterizeTime”, you will limit how many times per second the value is updated.
    The second line is shorthand for:

    if a random number from 0-100 > 50, then opacity=100 else opacity=0

    If you need to, you can pickwhip the value inbetween the brackets of posterizeTime to an expression control slider.
    That way you can alter the framerate dynamically.
    But it would be best to use Hold keyframes on the value of that slider to jump from say 3fps to 2 fps, because the it will not interpolate intuitively.

  • Filip Vandueren

    January 26, 2006 at 2:49 pm in reply to: simple javascript (I hope!)


    posterizeTime(3); // in fps
    random(100)>50 ? 100 : 0;

    If you preceed any expression with a “posterizeTime”, you will limit how many times per second the value is updated.
    The second line is shorthand for:

    if a random number from 0-100 > 50, then opacity=100 else opacity=0

    If you need to, you can pickwhip the value inbetween the brackets of posterizeTime to an expression control slider.
    That way you can alter the framerate dynamically.
    But it would be best to use Hold keyframes on the value of that slider to jump from say 3fps to 2 fps, because the it will not interpolate intuitively.

  • Filip Vandueren

    January 26, 2006 at 2:41 pm in reply to: jumping counter expression

    That would be:


    startValue=3;
    startTime=0;
    incTime=2;
    inc=6;

    startValue + Math.floor((time>startTime?time-startTime:0)/incTime)*inc;

    startTime would be if you want the counting to begin later.

  • Filip Vandueren

    January 26, 2006 at 2:41 pm in reply to: jumping counter expression

    That would be:


    startValue=3;
    startTime=0;
    incTime=2;
    inc=6;

    startValue + Math.floor((time>startTime?time-startTime:0)/incTime)*inc;

    startTime would be if you want the counting to begin later.

  • Filip Vandueren

    January 26, 2006 at 10:54 am in reply to: jumping counter expression

    Math.floor(time/2)*6;

    or:


    startTime=0;
    incTime=2;
    inc=6;

    Math.floor((time>startTime?time-startTime:0)/incTime)*inc;

  • Filip Vandueren

    January 26, 2006 at 10:54 am in reply to: jumping counter expression

    Math.floor(time/2)*6;

    or:


    startTime=0;
    incTime=2;
    inc=6;

    Math.floor((time>startTime?time-startTime:0)/incTime)*inc;

  • I get that message sometimes, usually when running low on Ram or with very many layers.
    Purging, or closing and re-opening the file fixes it.

  • Filip Vandueren

    January 25, 2006 at 3:40 am in reply to: animating a train in AE

    The problem is that if your ‘locomotive’ stops; all the layers would come crashing into it. 🙁

    The easiest solution that springs to mind would be to precompose all your layers using the ‘follow the leader expression’, do the motion of the loco in constant speed, that way all the wagons will keep the right distance from each other.
    Then use time-remapping on the pre-comp for slowing down, reversing, stopping etc.

    But perhaps there’s still a more logical approach that would let you just animate the loco-layer.

Page 218 of 277

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