Forum Replies Created
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Hi. I’m tryin to apply this to a template that will include either 2 or 3 lines of text. But my question I think is regarding an expression I can add to the slider as I need the padding to be as follows:
Z= the height of the font
top edge and bottom edge of shape = 2/3 of Z
left padding = Z
distance between text layers = 1/2 ZAnd finally, the right edge of shape won’t be a vertical line as in a rectangle but a 60 degree angle from lower right to upper right and the padding on the lower right will need to also be determined relative to Z….
Any help is greatly appreciated. Thanks very much.
Thank you!
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Thank you. I’ll have a look.
Thank you!
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As usual that is incredibly helpful.
Thank you!
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I would use some type of property effector (or that specific script). But that idea of expression linke properties.
Thank you!
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Geoffrey Amend
September 28, 2015 at 2:17 pm in reply to: alpha map shape affecting opacity of particular textureThanks for clarifying. Thanks for your help!
Thank you!
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Geoffrey Amend
September 25, 2015 at 1:40 pm in reply to: alpha map shape affecting opacity of particular textureHi there. Thanks. I actually located a previous response from you with this same solution. I couldn’t get it to work and I could not understand if you meant the input values or output values for b and w….Unless I’m looking at the wrong effect.
However, what helped was to set the layer to Draft mode.
However, my current problem is that the Still frame is fixed, but when I put it in motion and render it out, some of the opacity issue on the edges persists….
Any advice on this?
Thanks very much.
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Geoffrey Amend
October 30, 2013 at 5:23 pm in reply to: Prelude and dual system audio – Kevin Monahan???This might be old, but I’m just getting into CC and working with Prelude for first time.
I have pluraleyes for FCP. I sync in FCP and export H264 synced files and then put those into Prelude.
Thank you!
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Geoffrey Amend
February 19, 2013 at 6:16 pm in reply to: Scale Expression with inertia bounce – start from zeroFigured it out with another expression I found. But would like to remove the bounce effect from the return movement and retain the initial movement bounce.
n = 0;
if (numKeys > 0){
n = nearestKey(time).index;
if (key(n).time > time){
n--;
}
}
if (n == 0){
t = 0;
}else{
t = time - key(n).time;
}if (n > 0){
v = velocityAtTime(key(n).time - thisComp.frameDuration/10);
amp = .05;
freq = 4.0;
decay = 2.0;
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{
value;
}Thank you!
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Geoffrey Amend
February 19, 2013 at 5:15 pm in reply to: Scale Expression with inertia bounce – start from zeroHi. I’m researching how to get a star shape and a possibly a text layer (not sure if I’m going to have them connected or not) to “pop” up, hold for a second, so we can read the text and then pop back down to start position.
I like this bounce action. Thank you for the expression.
I put it on the P layer of the contents transform section…Should I put it on the P section of the Poystar path instead?
Either way. I’m wondering how to control the start/stop points and also to get the shape to bounce back to position after holding….
Any further assistance is greatly appreciated. Thank you very much.
rate = 500;
rampDur = value[0]/rate;
freq = 3;
decay = 5;
w = freq*Math.PI*2;if (time < (inPoint+outPoint)/2){
if (time < (inPoint + rampDur)){
s = linear(time,inPoint,inPoint+rampDur,0,value[0]);
}else{
t = time - (inPoint+rampDur);
s = value[0] + rate*Math.sin(t*w)/Math.exp(t*decay)/w;
}
}else{
if (time > (outPoint - rampDur)){
s = linear(time,outPoint-rampDur,outPoint,value[0],0);
}else{
t = (outPoint - rampDur) - time;
s = value[0] + rate*Math.sin(t*w)/Math.exp(t*decay)/w;
}
}
[s,s]Thank you!
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Thank you. I ended up just moving map regions together and then pulling them back out again over transparency to get a quick transition graphic. Thanks.
Thank you!