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  • That triangular mesh does indeed look very plexus-like. If you recreate your mesh using 3D Nulls at the same Z position, Plexus will give you a flat mesh of connected nodes (depending on the Plexus renderer you choose). You can add a noise effector for a gentle undulation (only in the XY axes, if you prefer) and then move the camera around it as you wish, so yes, it should work.

  • Hi,

    I don’t have a link to a tutorial, but I think you almost answered your own question. To make a 3D animation using a 2D physics engine like Newton, you need to think about the motion with only 2 axes.

    So, to make something like the example you liked above, you would create a simulation in Newton looking along the X-axis from one side. The way I usually do this is to create 2D shape layers which correspond to the profile of the layer you want to animate in 3D – so, in your example, a slim rectangle – and parent the layers to be animated in 3D to those shape layers. You’ll want to rotate the 3D layers around the Z-axis so that you are looking at them from the side.

    If you search for Newton rope tutorials, you’ll see how to link shapes together using different types of joint. Tweak the settings to get the effect you want and then export the keyframe data. The shape layers (which you can now hide) will animate realistically and the child layers will animate along with them. Hope that helps…

    Matthew Keane

    Freelancer based in Paris, France
    – Motion Graphics, Video Editing & Effects, Watchout Programming & Live Operation.

  • Matthew Keane

    October 27, 2016 at 12:32 pm in reply to: Move layer to where mouse is clicked

    Do you really need hundreds of flare layers to be visible simultaneously? If the layers are not all visible at the same time, I’d look at animating the position of the flare layer and using Hold keyframes to stop it moving around between keyframes. If you need to fade in/out the flare loop, you could add opacity keyframes and repeat them with a LoopOut expression.

    That way, for example, the flare could fade in/out once a second. By adding a new position keyframe every second, one layer could be used for several flares, appearing in different places. If you want more than one flare visible at a time, you would still need to duplicate the layer a few times, but certainly not hundreds of copies, and repositioning the layer would be as quick as dragging it around.

  • Matthew Keane

    October 21, 2016 at 9:15 am in reply to: Datamosh, databend, how to…

    Although it’s not really datamoshing, the examples you show could probably be achieved with the Pixel Sorter plug-in for AE – https://aescripts.com/ae-pixel-sorter/

  • Matthew Keane

    June 15, 2015 at 1:38 pm in reply to: particular line has some gaps

    If your emitter is moving really fast and cranking up the particle count still leaves you with gaps, you might need to look at the ‘Position Subframe’ options in the Emitter settings and try setting it to ’10x linear’ or ’10x smooth’ to see if things work better. When the Emitter is moving very fast along a wiggly path, it can sometimes skip a section of the path altogether, which leaves gaps.

    Matthew Keane

    Freelancer based in Paris, France
    – Motion Graphics, Video Editing & Effects, Watchout Programming & Live Operation.

  • Matthew Keane

    June 1, 2015 at 8:13 am in reply to: looking for multi-box effect or plug-in

    An alternative if, like me, you’re too lazy to arrange 400 images by hand, is to use a particle system to emit pictures at random. With Particular, you can either generate a ‘cloud’ of images and then move through it in 3D, or use a grid layout to keep everything where you want, but with the images changing at random.

    Matthew Keane

    Freelancer based in Paris, France
    – Motion Graphics, Video Editing & Effects, Watchout Programming & Live Operation.

  • Hi,

    Unlikely to be your problem, but the only time I’ve seen AE (CS6 in my case) consistently stop a render before the specified render time without reporting an error was when a comp was originally created through Dynamic Link from Premiere. i.e. In Premiere I had clicked on a clip that was 3:24, used Dynamic Link to create an AE comp and got to work. All future renders from AE (even of other comps created independently in AE with different durations) would stop at 3:24 as long as Premiere was open at the same time. Closing Premiere, and opening only AE got things back to normal.

    Matthew Keane

    Freelancer based in Paris, France
    – Motion Graphics, Video Editing & Effects, Watchout Programming & Live Operation.

  • Matthew Keane

    April 17, 2015 at 8:39 am in reply to: Render entire timeline for small changes?

    Walter’s suggestion to use image sequences is undoubtedly the most efficient but, if you haven’t started out that way, an alternative method is just to render the modified sections of your sequence out as individual video files, limiting the render to the work area, for example. Then, in whatever video editing software you use, just lay them over your complete v1 render. I generally add the updates to track 2, track 3, etc as sets of client changes come in, which makes it easy to see the differences between versions and rollback changes if necessary.

    Matthew Keane

    Freelancer based in Paris, France
    – Motion Graphics, Video Editing & Effects, Watchout Programming & Live Operation.

  • Matthew Keane

    March 2, 2015 at 8:59 am in reply to: Spinning planet with connecting lines?
  • Matthew Keane

    December 8, 2014 at 8:14 pm in reply to: Trapcode Form – Orient Textured Sprite to Center

    I see the same problem if I use the rotation settings in the ‘Base From’ section, but if you use the ‘World Transform’ rotation, or orbit the camera around the Form object, it looks OK to me.

    Hope that works out for you…

    Matthew Keane

    Freelancer based in Paris, France
    – Motion Graphics, Video Editing & Effects, Watchout Programming & Live Operation.

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