Forum Replies Created

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  • Jay Ingles

    March 24, 2018 at 1:38 pm in reply to: Time Remap controlled by SampleImage

    Found a massively useful tool! Sharing should others look for this effect:
    https://aescripts.com/ae-shader-effector/

  • Jay Ingles

    March 24, 2018 at 11:46 am in reply to: Time Remap controlled by SampleImage

    That’s too bad, but thanks for explaining it.

    Do you have any suggestions on how to achieve something similar visually? IE Initiating layer to play in a more automated way OR working with Markers in a more graphic way? There are lots of scripts to choose from but they mostly just appear to slide layers (or markers) on exponential or linear curves.

    My only approach I can think of is using your “trigger by markers” approach on 1 horizontal line, then precomping 1 row, repeating, and offsetting all layers.

    Unfortunately this largely restricts actions what type of patterns can be created and is quite laborious.
    : /

  • Jay Ingles

    March 23, 2018 at 3:38 pm in reply to: Time Remap controlled by SampleImage

    Thanks again for your input. I tried to merge 2 portions of code which uses the sampleImage and based on that result triggers a playback. The code is pseuodo code i suppose.

    I know i’m missing something especially with regard to getting the scene to play and increment frames once it understands what scene to playback.

    Where am I going wrong?

    //previous sample image based on layer position
    L = thisComp.layer("luma");
    p = L.fromComp(toComp(transform.anchorPoint));
    s = L.sampleImage(p,[.5,.5],true);
    luma = rgbToHsl(s)[2];
    //maxFrame = effect("# Frames")("Slider"); //erase?
    //f = Math.round(maxFrame*luma); //erase?

    //Define "trigger" from our sample results
    trigger = luma;

    //Define how many scenes in the precomp and how long each will play for
    SceneCount = 10; //slider ... how many areas to playback
    SceneDuration = 100; //length of each scene in frames

    if (trigger == 10){ //start playback at scene 10 which is frame 100
    frame = (trigger*SceneCount) ++; // Start playback at frame 100 if luma = 10%

    }else if (trigger == 20){
    frame = (trigger*SceneCount) ++; // Start playback at frame 200 if luma = 20%
    }

    }else if (trigger == 30){
    frame = (trigger*SceneCount) ++; // Start playback at frame 300 if luma = 30%
    }

    t = Math.min(t, tMax);
    //t = frame * thisComp.frameDuration;
    framesToTime(t);

  • Jay Ingles

    March 18, 2018 at 1:22 pm in reply to: Switching mocap dance via Xpresso or Effectors

    Thanks for the input, i really appreciate it.

    I’ve always found the time offset component confusing so bear with me.

    Are you suggesting have all phases of the dance in 1 timeline, possibly spaced out to a new section every 100 frames, and skip to certain areas with the Shader’s Timeoffset?

    How would you have the time offset say jump to frame 200 and play/loop 200-299 (if 20% black is the shader value)?

    Thanks

  • Jay Ingles

    March 17, 2018 at 9:11 pm in reply to: Time Remap controlled by SampleImage

    Hi Dan, thanks for the quick reply.

    Assuming all ‘dance scenes’ are the same duration (lets say 100 frames), would it not be able to do the following…

    If base luma = 30%, jump to frame 300 & start playing for 100 frames
    if hit frame 399 reverse frame playback.
    check on each new frame if base luma has changed, if not continue playing next frame

    Seems like its getting complex, but is it feasible? I was really hoping to achieve this in C4D with effectors but haven’t been able to get that working. It may turn into manually placing/timing each quadrant ☹

    Thanks again for any input.

  • Jay Ingles

    March 17, 2018 at 7:13 pm in reply to: Time Remap controlled by SampleImage

    Thanks again for previous input, I’m back with an evolved version of this technique.

    Imagine there is a dancer with 6 main poses/dances and based on opacity of a base layer we want to transition to a different dance.

    In the end this will be a grid wall of dancers. Up until now the thread above allows switching to a SINGLE frame based on an alpha via SampleImage, but doesn’t allow that new frame to keep playing out (and looping).

    How would I modify the code to achieve this? The dances could be all in one main composition and we jump to a specific range of the sequence, OR a separate shorter comp for each dance (which loops).

    12262_dancergrid.aep.zip – example setup

    Thanks!

    L = thisComp.layer("luma");
    p = L.fromComp(toComp(transform.anchorPoint));
    s = L.sampleImage(p,[.5,.5],true);
    luma = rgbToHsl(s)[2];
    maxFrame = thisComp.layer("ref").effect("# Frames")("Slider");
    f = Math.round(maxFrame*luma);
    framesToTime(f)

  • Jay Ingles

    July 12, 2017 at 3:30 pm in reply to: Lotto scratch card scrapings/dust recos

    Thanks for your input. I haven’t used Particle World much but have lots of experience with Particular. Is there anything PW has leverage over Particular for this application?

    I’m guessing this approach to particles would only allow them to be born and fall onto a plane, but not have further interactions like swept away. Would you agree?

  • Jay Ingles

    March 15, 2017 at 8:26 pm in reply to: How to Add Alpha from another layer to existing layer

    Ahh too bad. I was really hoping there was some middle ground options for re-using existing alpha’s like node-based that I’d overlooked for years.

    Thanks for your reply.

  • Jay Ingles

    March 15, 2017 at 7:51 pm in reply to: How to Add Alpha from another layer to existing layer

    Thanks Dave.

    Unfortunately since the footage/comps are different sizes the mattes don’t line up in relation to how they are placed in the comp (even with stretch to fit OFF). As well it appears to error and turn off continuously rasterize on the base layer even after the effect is erased.

    Any other clever tips?

  • I’m experiencing similar issues and would love a solution to “always fall on whole pixels”. Is this possible?

    For example, I’ve got a solid black shape in a low pixel white composition that is moving top to bottom. While the shape moves many frames have 50% gray tones when I require a binary solution.

    Setting to draft mode appears to mess up the artwork more than my hope of having the shapes position fall on true pixels.

    Any suggestions?
    Thanks

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