Forum Replies Created

  • Justin Alexander

    July 10, 2012 at 5:02 am in reply to: Scale Up the Down at Markers

    Thanks Dan,

    That brain of yours is magnificent!

    I got my original one sorted but this new script of yours is brilliant. Thanks for sharing, I think I will have many uses for it.

    Cheers

    Justin

  • Justin Alexander

    July 9, 2012 at 11:31 pm in reply to: Scale Up the Down at Markers

    It seems I can’t edit joy posts.

    Anyway, I have got the scale up at the inPoint working with an if else call in the below code. The only think I can’t get working is the nice little bounce at the start.

    numFrames = 5;
    minVal = [70,70];
    maxVal = [80,80];

    rate = 1200;
    decay = 18;
    freq = .02;
    rampDur = value[0]/rate;
    w = freq*Math.PI*2;
    n = marker.numKeys;

    if (time < (inPoint + rampDur)){
    s = ease(time,inPoint,inPoint+rampDur,0,minVal[0])
     }else if (n > 1){
    d = framesToTime(numFrames);
    t1 = marker.key(1).time;
    t2 = marker.key(2).time;
    if (time < (t1+t2)/2){
    if (time < (t1 + rampDur)){
    s = ease(time,t1,t1+rampDur,minVal[0],maxVal[0]);
    }else{
    t = time - (t1+rampDur);
    s = value[0] + rate*Math.sin(t*w)/Math.exp(t*decay)/w;
    }
    }else{
    if (time > (t2 - rampDur)){
    s = ease(time,t2-rampDur,t2,maxVal[0],0);
    }else{
    t = (t2 - rampDur) - time;
    s = value[0] + rate*Math.sin(t*w)/Math.exp(t*decay)/w;

    }
    }
    }
    [s,s];

  • Justin Alexander

    July 9, 2012 at 11:10 pm in reply to: Scale Up the Down at Markers

    Hi Dan, speaking of messes,

    I have the following code that is working perfectly. It scales up at the first marker and scales to 0 at the second marker all with a nice little bounce that you helped me with some months ago.

    What I would love is for it to be able to scale up from zero to minVal at the inPoint. However, everything I have tried has ended up with either totally messed up scales or parts of the script being ignored completely.

    Thanks for everything so far, hope I am not pushing it by asking for more.

    Cheers

    Justin

    numFrames = 5;
    minVal = [70,70];
    maxVal = [80,80];

    rate = 1200;
    decay = 18;
    freq = .02;
    rampDur = value[0]/rate;
    w = freq*Math.PI*2;

    n = marker.numKeys;
    if (n > 1){
    d = framesToTime(numFrames);
    t1 = marker.key(1).time;
    t2 = marker.key(2).time;
    if (time < (t1+t2)/2){
    if (time < (t1 + rampDur)){
    s = ease(time,t1,t1+rampDur,minVal[0],maxVal[0]);
    }else{
    t = time - (t1+rampDur);
    s = value[0] + rate*Math.sin(t*w)/Math.exp(t*decay)/w;
    }
    }else{
    if (time > (t2 - rampDur)){
    s = ease(time,t2-rampDur,t2,maxVal[0],0);
    }else{
    t = (t2 - rampDur) - time;
    s = value[0] + rate*Math.sin(t*w)/Math.exp(t*decay)/w;
    }
    }
    }
    [s,s];

  • Justin Alexander

    July 9, 2012 at 10:29 pm in reply to: Scale Up the Down at Markers

    Thanks so much Dan,

    worked perfectly. I see where I was all at sea, now I can go forth and make a mess of a heap more scripts.

    Regards

    Justin

  • Hi Dan,

    Thank you so much for solving my problem.

    That is absolutely what I was after.

    This will save me a heap of time over the next few yeas.

    Much appreciated

    Justin

  • Thanks for the heads up.

    I hate making newbie misstakes

  • Justin Alexander

    October 20, 2011 at 10:27 pm in reply to: Inertial Bounce on y axis scale only

    Hi I have posted a question similar to this but as I am new it is awaiting moderation.

    Is there a way to get this to work without the need for keyframes?

    Would love to be able to apply this to dozens of layers and get it to start at the inPoint, also would be awesome to slightly change the variables with sliders to get a nice randomness about it.

    Would also love to have it do the same in reverse at the outPoint with a quick little ‘bounce’ and then out she goes.

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