Forum Replies Created

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  • John Cuevas

    August 20, 2024 at 1:03 pm in reply to: Animate Multiple arrows on a line

    There are many ways to do this, but one question — do the arrows need to bend, when moving around curves, that will increase the difficulty?

  • John Cuevas

    August 12, 2024 at 12:49 pm in reply to: Sky Replacement Approach

    The first think I would try is to create a junk matte around the people and the roughly follow them through the shot. Then just try to key/extract the colors from that area rather than the entire video. If that fails, you might have to resort to rotobrush or frame by frame rotoscoping.

  • John Cuevas

    August 8, 2024 at 3:27 pm in reply to: How to achieve this dithering animation?

    Here is a great video that will really help you dig into this old school effect.

    https://www.youtube.com/watch?v=qzzEy76cCXo

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  • John Cuevas

    August 8, 2024 at 3:24 pm in reply to: How to achieve this dithering animation?

    I had to go really old school, but I think I figured out how to do create this effect. I used Particle Playground, an effect that was created in 1992!

    Drop your shape(I’m calling it the snowflake) into a new composition. Create a solid, add Particle Playground. PP has 3 different particle systems and you want to use the layer exploder system. So open up “Cannon” and turn the particles per second to 0.

    Open up “Layer Exploder” and choose Snowflake. If you play right now, you will see two things. The particles falling off the screen and new particles being created. So first go to gravity and change Force to 0. Now, go to the first frame of your comp on the snowflake layer, set the an opacity keyframe at 100, move 1 frame forward and set the opacity to 0. Layer exploder creates particles where ever it finds some something in the Alpha/RGB channels. This stops the creation of new particles. In my example, in the Layer Exploder, I set the Radius to 5, you will want to adjust to taste. A radius one of one gives pretty cool results at the end, but will slow the render down.

    Create a new composition and call it Repeller. This is where you will create your force. I started with a circle shape. Had a couple of keyframes move it across the screen, and added wiggle to it’s position. Next I created a solid, added turbulent noise and adjusted the settings to create an evolving noise map with a fairly high contrast. I used the shape layer as a luma matte for the noise. Finally, I added an adjustment layer and added colorama and set the output to RGB. Lastly, I added a fast box blur to make it a little bit smoother of a transition.

    Add the comp Repeller to your main composition. Now just go into the Ephemeral Property Manager. The is the short term effects property, your map will affect the particles when it hits the particles but they go back to there initial state when unaffected. Set the Layer Map to your “Repeller” layer. Now twirl down the Affects and use one of the colors to map the X, One to Map the Y, and you still have a third that you can use to map any of those other properties. I chose scale. Adjust the Min/Max and Operators to taste and you are good to go.

    Take a look at my attached example project.

  • John Cuevas

    August 7, 2024 at 8:09 pm in reply to: How to achieve this dithering animation?

    The easiest way would be to use Trapcode Form or Particular. Then you would have all the particles created and in the start position and then use a force to displace break them apart. That’s why it looks different than the one you are trying to recreate, the particles are moving from the initial position to a new position from the force and then move back to the start position when the force moves away.

    I’ll take a look and see what can be done in AE without purchased plugins.

  • John Cuevas

    August 1, 2024 at 3:22 pm in reply to: animate seasonal snowfall on map

    Joe, if you are still working on this, could you upload the map to help give everyone a better idea of what we are working with?

  • John Cuevas

    July 24, 2024 at 4:19 pm in reply to: Trapcode Particular emitter disappears

    Tom,

    Under the visibility settings there is a Far Vanish setting. Your emitter is going beyond the point where you would be able to see the particles being emitted. Just change the Far Vanish point to something like 500,000(it looks like the settings stop at 100,000) and in my test it looks like everything works again.

    There is also a free rescale tracking script that you might find helpful, so that your coordinates don’t get so large.

    Here’s one
    https://www.youtube.com/watch?v=vNfGgJ9k3IE&ab_channel=MaxonRedGiant

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  • John Cuevas

    July 23, 2024 at 11:41 am in reply to: Trapcode Particular emitter disappears

    Can you upload the project file. If the assets are too big, then I don’t need the 3d files, just the comp with the particular layer. It looks like you have a bkg, maybe other stuff, don’t need any of that, just want to look at the 3d obj that might be interacting with the particular layer.

  • John Cuevas

    July 18, 2024 at 4:09 pm in reply to: How to super-impose something into this scene?

    Luca

    I think the best option is to use the color information to try an isolate the fence and make a luma matte out of that. I QUICKLY did that in the attached project, so if you experiment with it you might get better results.

    Layer 2 is a matte just using the curves effect. I put a junk matte around the fence and tried to get them as black as possible and the rest of the video as light as possible. It works okay until you get to the 4-6 second mark. You might have to roto that part.

    To avoid roto work I tried another approach on layer 1. For that section of the video, I adjusted all the RGB curves again, then added keylight, and keyed out the blown out green. Then I used that as a matte for an all black layer that I combined with the original layer 2, to create another luma matte for the video. It does an okay job, but still would need some work.

    I think the attached project should be a good starting point for what you are trying to do.

  • You probably already have done this, but just open up the most recent project from the autosave folder.

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