Forum Replies Created

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  • Cumulative render = CC Time Blend (available up to AE CC2014, removed in CC2015).

  • Yes. In the simple case:

    v = value;
    if ([pick-whip some property value here] >= 2) {v = v+150};
    v

    As long as both the pick-whipped value and the target value are one-dimensional (not arrays), it will work. Arrays are slightly more involved, but not much.

  • The answer in Track Matte. Put your round object above the layer you want to mask, and select Alpha Matte from the TrkMt selection of the below layer. If you need to mask out several layers, precompose them first.

  • Another possible approach is to brutally “over-key” it so you basically get the label, the shape of the bottle and the top but lose most of the subtle reflections, and then add fake reflections onto the glass as a separate layer. You can actually add them behind the object.

  • Kalleheikki Kannisto

    August 16, 2015 at 7:12 am in reply to: Animating Text Stroke and keeping procedural

    To get the same look, no way around creating strokes that I can see.

    To get a similar look, a radial wipe mask or other animated mask of some kind with two instances of the text, one of which is expanded a bit thicker.

  • Kalleheikki Kannisto

    August 14, 2015 at 1:20 pm in reply to: stencil alpha with 3d layer

    Appears you have to precomp and pre-render the 3D layer including camera animation and use the rendered 2D layer instead. Makes it difficult to previsualize what you are doing, and not a very flexible approach to say the least.

  • Kalleheikki Kannisto

    August 14, 2015 at 12:51 pm in reply to: Audio Spectrum with ultrasound frequency range

    Slowing down would be just to get the ultrasound audio in the right frequency range for Audio Spectrum. You can speed up the resulting animation to play back in real time.

    For generating the 2D spectrogram it sounds like you’re already thinking of the same method I am, which is to use the audio spectrum and render it through time. I would imagine you can do it either as cumulative render or with a large number of (horizontally thin) layers going from right to left with time offset on each.

    Or then you could employ a plug-in, if you have access to them. Particular or Form might be able to render the frequencies as particles that persist through time.

  • Do you have Element 3D?

  • Possible idea: Slow your audio down (reinterpreting it, not resampling) so that it falls within the Audio Spectrum range?

  • Hi Theo,

    The ideal setup would be that the slider going from 0 to 100 would match up to the progress along the path.

    After some digging into several of Dan Ebberts’ examples of similar type, here’s what you can do:

    The position expression uses the length of the full animation along the path. The default when you paste a path is 2 seconds, but I’ve stretched it to 12 seconds which is the length of my animation test. You can leave it at the default, but make sure that the first figure in the expression is the length of the animation in seconds.

    I discovered that adding this expression to the position value messes up the auto-orientation. So you have to turn auto-orientation off and use an expression to generate a custom autorotation.

    Then attach the trim path end value to the same slider, and everything will be synced. Now you can keyframe the slider and the car and the path will follow.

    Position:
    valueAtTime(12/100*thisComp.layer("control").effect("progress")("Slider"))

    Rotation:
    if(time<=0.1) {
    p1 = transform.position;
    p0 = transform.position.valueAtTime(time+.1);
    vect = p1-p0
    }else{
    p1 = transform.position;
    p0 = transform.position.valueAtTime(time-.1);
    vect = p0-p1}
    value+radiansToDegrees(Math.atan2(vect[1],vect[0]))

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