Forum Replies Created

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  • Ido Shor

    October 7, 2019 at 9:33 am in reply to: is Primatte keyer included in DaVinci Resolve Studio 16?

    So in plain words if I buy the DaVinci Resolve Studio 16 I get the Resolve Dongle and then I can access the FUSION 16?

  • Ido Shor

    December 25, 2018 at 7:35 pm in reply to: offset animation of particles in Element3D

    ok….. I got the Solution!

    There are two Parameters inside “Baked Animation”: Frame Offset and Frame Offset Random.
    Apparently you can give negative value to Frame Offset, and a positive value to the Frame Offset Random.
    the result is that all the particles are randomly starting the animation, and the total animation start in the delay you set. therefore the birth of all the particles start in the beginning of the sequence.

    Urray! ☺

    and thanks for you attention Kannisto.

  • Ido Shor

    December 25, 2018 at 7:27 pm in reply to: offset animation of particles in Element3D

    I am not trying to interpolate the particles between two states, no.

    lets sat my particle (3D model) is a sphere.
    now let say I want 100 duplicated of this sphere to be scattered in Z space.
    now, let’s say my animation is scale from 0 to 100%.

    if I set the particle two keyframes in the Duplicator, every particle I duplicated will have the same timing. (they will all start and finish the animation at the same time.

    what I want is a variation. I want the particles to randomly start their animation. (hence: “offset the animation”)

    I tried to do it also with OBJ seq’ which had a baked animation in it, but still wasn’t able to do it.

    was that clear enough? ☺

    (p.s. I know I can do it with particular, but because of render issues, and other design aspects I prefer using Element3D on this one)

  • Ido Shor

    December 25, 2018 at 4:39 pm in reply to: offset animation of particles in Element3D

    not sure I am quite following here.

    I want to give an animation to the particles and I wanted it to be offset for each particle.
    I tried importing an OBJ seq, but the animation still started at the same time for all the particles.

    I don’t understand how can I use the animation engine in this case?
    does the animation engine get’s the animation from a baked animation in the OBJ seq? or does it relays on a key frame animation from the AE timeline?

  • Ido Shor

    September 22, 2017 at 9:44 am in reply to: What is AE’s “Orient towards Camera” Expression?

    Dan my Man,

    YOU NEVER FAIL! 🙂

  • Ido Shor

    June 25, 2017 at 6:52 am in reply to: Stroke around object in real 3d (not perspective)

    Hey Marcin,

    there are many ways to achieve this effect, but it varies depending on the tools you wanna use.
    are you familiar with 3rd party plugins like 3D stroke, Particular, Elements3D, etc. or do you want to keep in the reservation?

    Ido.

  • Ido Shor

    November 30, 2016 at 9:32 am in reply to: Trigger a animation using a checkbox

    Just wanted to say, this is a G-R-E-A-T expression Dan.

    Keep on your holy work 😉

  • Ido Shor

    November 29, 2016 at 9:02 am in reply to: particle world position link to null

    I know it’s an old thread, but still relevant.

    it seems the X code you wrote works fine, but the Y doesn’t for some reason.
    I changed the d[1] as you said, I also changed the first line to match the y.Position also.

    no luck, any idea?

  • Ido Shor

    September 13, 2016 at 9:10 am in reply to: Value at Time expression

    I tried implementing this expression to my comp, but it seems to be very hard for my machine to compute.

    any suggestion why might that be?
    can it be because the value of my “A” is driven from a random slider?

    shame, cause this expression is a keeper.

    thanks, Ido.

  • Ido Shor

    September 11, 2016 at 7:55 am in reply to: time remapping with expression (?)

    Thanks K.

    that wasn’t the case, but it did made me think that maybe the interpolation time frame, (the time the ease in/out is taking) is just covering all the frames that I want it to stop…

    reducing it to 5f like so did the trick:

    slider = thisComp.layer(“Null 1”).effect(“Slider Control”)(“Slider”)
    period = 25
    tPeriod = framesToTime(5);// <—————here
    seg = Math.floor(time/tPeriod);
    t = time%tPeriod;
    v1 = slider.valueAtTime(seg*tPeriod);
    v2 = slider.valueAtTime((seg+1)*tPeriod);
    ease(t,0,tPeriod,v1,v2)

    and gave me this beautiful result:

    if I want to have the interpolation go above 25f, I need to get the slider’s x value up:

    x = 100; //<—– for example.
    f = thisComp.frameDuration * x;
    posterizeTime(1 / f);
    Math.round(random(300,600))

    so… thank to Dan again, and to K off-course.

    cheers,
    Ido.

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