Forum Replies Created

Page 1 of 3
  • Yup, we did indeed, and it all seemed fine here. If you notice anything odd however, please drop a line to support at thefoundry.co.uk and we’ll see what we can figure out.

    cheers
    Jack

    The Foundry, UK

  • Jack Binks

    September 29, 2006 at 9:41 am in reply to: Keylight Half-frame renders

    Unfortunately, as the version number and controls are slightly different, they cannot be translated by AE, so its a case of reapplication; sorry about the hassle this’ll cause 🙁

    Jack

    The Foundry, UK

  • Jack Binks

    September 29, 2006 at 9:37 am in reply to: Linking Tinderbox Starfield to AE Camera

    not sure I get get exactly what you mean: Is it that the starfield updates only when you release the camera rotation, and not whilst you’re dragging the rotation around? If so it looks like it may be to do with the sequence in which the parameters are updated when they are linked.

    If its a question of being able to see how your rotation is going then is dropping a small solid in the comp and turning it 3d enough to give you feedback on the move you’re creating?

    Cheers
    Jack

    The Foundry, UK

  • Jack Binks

    September 29, 2006 at 9:37 am in reply to: Linking Tinderbox Starfield to AE Camera

    not sure I get get exactly what you mean: Is it that the starfield updates only when you release the camera rotation, and not whilst you’re dragging the rotation around? If so it looks like it may be to do with the sequence in which the parameters are updated when they are linked.

    If its a question of being able to see how your rotation is going then is dropping a small solid in the comp and turning it 3d enough to give you feedback on the move you’re creating?

    Cheers
    Jack

    The Foundry, UK

  • Jack Binks

    September 28, 2006 at 9:49 am in reply to: Linking Tinderbox Starfield to AE Camera

    Hey Andy,

    The parameters in Starfield for the camera are relatively close to those on the native AE camera, so the majority of the time its a case of pickwhipping and a little editing. First off, however, you’ll have to switch off the auto animation on the control panel so the camera doesnt autoanimate itself away from the point you’re looking at.

    Next off switch the Auto Orientation drop down to ‘Orient Towards Point of Interest’, to match the 2 point camera model you’re probably using (if you’re orienting along path use the single point model).

    I’ve set up a quick comp of this, and below are the expressions I used on the AE camera, to link to the starfield effect I applied to the layer ‘Black Solid 1’. This was done at PAL res; thus the half PAL offsets used to compensate for the differential origins. Bear in mind if these expressions are going to be applied to the starfield camera (rather than the AE camera as I set em up), the offsets will probably need to be reversed, and the intermediate 3 parameters to 1 work wont be necessary (as the pickwhip should be able to link to individual sections of the AE camera).

    AE Camera1
    Point of Interest:
    tempX = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“P.O.I. X”)+360;
    tempY = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“P.O.I. Y”)+288;
    tempZ = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“P.O.I. Z”);
    [tempX, tempY, tempZ]

    Position:
    tempX = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Position X”)+360;
    tempY = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Position Y”)+288;
    tempZ = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Position Z”);
    [tempX, tempY, tempZ]

    Orientation:
    tempX = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Orientation X”);
    tempY = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Orientation Y”);
    tempZ = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Orientation Z”);
    [tempX, tempY, tempZ]

    X Rotation:
    thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Rotation X”)

    Y Rotation:
    thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Rotation Y”)

    Z Rotation:
    thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Rotation Z”)

    HTH!
    Jack

    The Foundry, UK

  • Jack Binks

    September 28, 2006 at 9:49 am in reply to: Linking Tinderbox Starfield to AE Camera

    Hey Andy,

    The parameters in Starfield for the camera are relatively close to those on the native AE camera, so the majority of the time its a case of pickwhipping and a little editing. First off, however, you’ll have to switch off the auto animation on the control panel so the camera doesnt autoanimate itself away from the point you’re looking at.

    Next off switch the Auto Orientation drop down to ‘Orient Towards Point of Interest’, to match the 2 point camera model you’re probably using (if you’re orienting along path use the single point model).

    I’ve set up a quick comp of this, and below are the expressions I used on the AE camera, to link to the starfield effect I applied to the layer ‘Black Solid 1’. This was done at PAL res; thus the half PAL offsets used to compensate for the differential origins. Bear in mind if these expressions are going to be applied to the starfield camera (rather than the AE camera as I set em up), the offsets will probably need to be reversed, and the intermediate 3 parameters to 1 work wont be necessary (as the pickwhip should be able to link to individual sections of the AE camera).

    AE Camera1
    Point of Interest:
    tempX = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“P.O.I. X”)+360;
    tempY = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“P.O.I. Y”)+288;
    tempZ = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“P.O.I. Z”);
    [tempX, tempY, tempZ]

    Position:
    tempX = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Position X”)+360;
    tempY = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Position Y”)+288;
    tempZ = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Position Z”);
    [tempX, tempY, tempZ]

    Orientation:
    tempX = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Orientation X”);
    tempY = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Orientation Y”);
    tempZ = thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Orientation Z”);
    [tempX, tempY, tempZ]

    X Rotation:
    thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Rotation X”)

    Y Rotation:
    thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Rotation Y”)

    Z Rotation:
    thisComp.layer(“Black Solid 1”).effect(“T_Starfield”)(“Rotation Z”)

    HTH!
    Jack

    The Foundry, UK

  • Jack Binks

    September 28, 2006 at 9:19 am in reply to: Keylight Half-frame renders

    Hi there,

    Sorry to hear you’re having this problem. It’s a known issue which rears its ugly head on certain machines in certain circumstances (unfortunately not circumstances that we’ve been able to replicate here in the office as yet). In the meantime theres a non-multiprocessing version available from our support site on the below link.

    https://support.thefoundry.co.uk/cgi-bin/yabb2/YaBB.pl?num=1132851654

    Hope this helps!
    Jack

    The Foundry, UK

  • Jack Binks

    September 27, 2006 at 9:36 am in reply to: “Timewarp” Artifacts – How to smooth out??

    Some great tips from Tim there. As well as raising motion vector detail (should there be lots of differential motion in the scene), the next port of call is to look at providing a matte layer. This helps minimise artefacts seen in areas of obscuration (i.e. where a foreground object crosses a background), so if you have such motion in your scene try creating a white solid and loosely rotoing it to follow the shape of the foreground region. Precomp this solid, staying in the current composition, apply timewarp to your source layer, then from the matte layer drop down pick the precomped white solid you just rotoed (if necessary, dependant on the matte you’re using you may need to change the channel picked under ‘matte channel’). Try flicking back and forth between a snapshot frame with the matte layer off, and the current frame with the matte layer specified…. does this clean up any artefacts?

    As Timewarp is a based on a licensed version of our Kronos tech you may well find some useful information plus tips and tricks in the After Effects Furnace manual that can be found on our site….. check out http://www.thefoundry.co.uk Downloads->For After Effects->Furnace then click on the user guide link and look at the Kronos section.

    HTH!
    Jack

    The Foundry, UK

  • Jack Binks

    September 22, 2006 at 9:04 am in reply to: Super Tiff Crash

    sounds like youve got the supertiff input plugin from fnord installed…. in AE6x it allowed you to import >8bit tiffs, however this is available natively in AE7. Check out the link below and see if you can reverse the install instructions.

    https://www.fnordware.com/supertiff/

    HTH!
    Jack

    The Foundry, UK

  • Jack Binks

    August 18, 2006 at 5:27 pm in reply to: timewarp motion blur

    Hi there,

    The matte input to timewarp is to do with segmenting the image for motion estimation purposes (essentially use the matte to define the foreground object with different motion so as to help prevent artefacts which may otherwise be introduced). If you’re looking to only affect a particular part of the image use the matte as a trackmatte to laer the moblurred part of the image over the original.

    HTH
    Jack

    The Foundry, UK

Page 1 of 3

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy