Forum Replies Created

  • Joel Benjamin

    April 5, 2011 at 12:22 am in reply to: random color shift in precomp?

    – Tried 8 and 16 bit

    – and yup, rendered out tif and tga sequences (didn’t do PSD specifically)

  • Joel Benjamin

    April 4, 2011 at 11:48 pm in reply to: random color shift in precomp?

    TOTALLY strange
    -No shift when RAM preview…

    -Color management is None (though I did play around with it a bit with no positive effect)

    -Colors render correctly when collapse transformations is OFF, but NOT if they are on.

    -no effects applied to the precomp. No adjustment layers

    I haven’t experimented with any other image files, so I suppose there’s something about that particular Photoshop file (though I don’t know what – no effects on those layers in PS, either). Or maybe it’s just a fluke.

    I guess I’d be less nervous if other people were having this issue as well

  • Joel Benjamin

    April 4, 2011 at 9:04 pm in reply to: random color shift in precomp?

    CS5, yes

    No footage – just PSD layers (RGB)

    And no lights at all

    I’m attaching a jpg (I think)

    on the Right is how it looks in AE. On the left is how it’s rendering (again – ANY codec, more or less looks like this)

    If I rendered directly from the precomp, it looks like it does on the right. It’s when the precomp has inf. raster turned on that it looks WRONG

  • Joel Benjamin

    April 4, 2011 at 6:56 pm in reply to: random color shift in precomp?

    Nope, nothing to do with Open GL. I rarely ever even use it

  • Forgive me for being a tad confused by this reply… Are you linking specifically to your particular comment? This seems to be just a kind of spring expression for position, but not really what I’m looking for

    I kinda figured it out and ended up using a variation of Filip Vandueren’s expression for shirts swinging on a moving clothes line which tracked the speed and movement of a parent layer and applied that velocity to rotation, taking into account some dampeners and weight.

    I started with a Controller Null with 3 expression controllers on it – one each for inertia, stiffness and mass.

    Because the head itself was parented to the neck of the character I couldn’t figure out an easy way to track its velocity at time (I could track the POSITION velocity at a specific time, but couldn’t track the anchorpoint’s velocity at a specific time, which was necessary because I needed the Worldspace coordinates instead of local space as the head was parented to the neck). To solve this, I had another Null (“PonytailPosition”) with its position linked via expression to the worldspace coordinates of the back of the head:


    target=thisComp.layer("ponyTail");
    target.toWorld(target.anchorPoint);

    Then I applied the following to the pony tail’s rotation

    inertia = thisComp.layer("CONTROLLER").effect("inertia")("Slider");
    stiffness = thisComp.layer("CONTROLLER").effect("Stiffness")("Slider");
    mass=thisComp.layer("CONTROLLER").effect("mass")("Slider");
    //these are the sliders attached to the Controller null.
    //I had to play around with the actual variables quite a bit to get
    //the best result, ending up with: .85, .05 and 18 respectively

    lagValue = calcValue(0);
    f= thisComp.frameDuration;
    will=0;

    for (t=0; t<=time; t+=f) {
    delta = calcValue(t) - lagValue;
    will = will * inertia + delta*stiffness ;
    lagValue +=will
    }

    lagValue;

    function calcValue(t) {
    return -thisComp.layer("N_PonytailPosition").position.velocityAtTime(t)[0]/mass;

    }

    Again if the parent (the head, in this case) wasn’t not already a child of another layer, I wouldn’t need to link it to another null, I could just pull the position.velocityAtTime right from the head. But because its local position isn’t actually changing, I needed to convert that to world space via another Null. There’s possibly a more efficient way to do this but this worked fine. Thanks once more to Filip Vandueren for the original script

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