Forum Replies Created

Viewing 1 - 10 of 134 posts
  • Mark Walczak

    March 3, 2017 at 7:51 pm

    Hi Dan,

    Sorry for the confusion – I think our previous posts happened around the same time.

    I have to say that I’m cautiously optimistic, but I’m pretty sure you, like always, solved the problem.

    Can’t count the times you’ve helped me out of a bind. Check your tip jar – dinner’s on me tonight ☺

    Thank you so much,

  • Mark Walczak

    March 3, 2017 at 6:20 pm

    Hi Dan,

    Just an update:

    I can apply this expression to the scale of a Transform effect without issue, but it keeps error-ing out on my Null’s scale attribute. This is the line that continuously causes issues:

    value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);

    The scale value of the Transform effect has only one dimension, and is not an array like the 3D scale of my Null. Could that have something to do with it?

    Thanks again,

  • Mark Walczak

    March 3, 2017 at 5:10 pm

    Just to add more clarity, here is the error I get:

    After Effects warning: invalid numeric result (divide by zero?)
    Expression disabled.

    Error occurred at line 20.
    Comp: ‘Comp 1’
    Layer: 1 (‘Orange Solid 1’)
    Property: ‘Scale’

    This happened in a new project with one comp with one solid in it. I’m on Windows 10, CS6.

  • Mark Walczak

    March 3, 2017 at 5:04 pm

    Hi Dan,

    Thank you so much for lending a hand.

    I’m using the inertial bounce expression below.

    I’ve used this dozens of times without issue. I’ve tried it on 2D solids, 3D nulls, parents of nulls, etc. I even just updated my graphics driver in case that was causing any issues, but alas, I’m stuck.

    Thank you so much for your help!

    // Inertial Bounce (moves settle into place after bouncing around a little)
    n = 0;
    if (numKeys > 0){
    n = nearestKey(time).index;
    if (key(n).time > time){
    if (n == 0){
    t = 0;
    t = time - key(n).time;

    if (n > 0){
    v = velocityAtTime(key(n).time - thisComp.frameDuration/10);
    amp = .2;
    freq = 2;
    decay = 5;
    value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);

  • Mark Walczak

    January 1, 2017 at 9:07 pm

    Just in case it helps anyone else looking for this, here’s the solution that I found:

    1 – Drag your footage into a new comp
    2 – Create an adjustment layer above your footage
    3 – Apply TimeWarp to the adjustment layer
    4 – Add a slider control to the adjustment layer
    5 – Set the TimeWarp Method to ‘Whole Frames’ and set Adjust Time By to Source Frame
    6 – Apply this expression to Source Frame: time*29.97+effect(“Slider Control”)(“Slider”)
    7 – In the above example, 29.97 was my framerate, but use whatever fps you have

    You can now simply keyframe the slider control to create your jumps in time. Personally, I set two keyframes about four frames apart. The first was linear, and the second had an ease-in applied. I simply timed the keyframes to the beat of the song, and it looks great.

    Hopefully this helps someone else!

  • Mark Walczak

    April 19, 2016 at 8:26 pm

    You nailed it, Dan! Thanks again!

  • Mark Walczak

    November 13, 2015 at 5:50 pm
  • Mark Walczak

    November 13, 2015 at 4:28 pm


    This is EXACTLY what I needed. Thank you so much!

    I follow your logic through the expression, but could you tell me what “%” does in the last line?

    Thank you!

  • Mark Walczak

    November 12, 2014 at 7:43 pm

    Hi Dan,

    No, it would be great for the angle to be constant. No animation needed 🙂

    Thank you!

  • Mark Walczak

    June 5, 2013 at 2:29 pm

    Kevin, I’m so sorry that it took me this long to reply, but your solution was absolutely perfect.

    Thank you so much!

Viewing 1 - 10 of 134 posts

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