Mike Clasby
Forum Replies Created
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Actually that example you’re trying to replicate is very subtle and well done.
I Gave some incorrect advise, in that, if you use the CC Bender for a rubberband snap back you need to match the cell wall just before the separation with the Amount on Bender at 20, since the first line of the expression is:
amp=20; //amplitude (pixels)
I hope this make sense.
I don’t know how Aharon’s aep is setup as I’m AE6.5 handicapped (me Bad), but using Bender and the expression will give you the motion you’re looking for although you might have to use it differently than I outlined. You might need to put it on a dupped layer and (Alt + ]) cut it, so it’s in the proper part of the vibration to match your puckered cell wall.
Why do I et the feeling I’m making this worse?
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When you swap in the new solid layer for the now separated cell wall (if I read Aharon correctly), you can get some of the tension and vibration of the cell wall with two effects; Turbulent Displace and CC Bender.
Turbulent Displace: Just position the Offset and set the amount (must be more than 0) then set a keyframe for “Evolution” (0), then down the line change to 1 ( 1 revolution of the evolution for this solution…)., anyway…
CC Bender (for the rubber band vibration of the cell wall):
A little complex more here (but not bad), First “Marilyn” is the style, set the Top and Bottom positions, you’ll need a little amount to see how the cell wall changes as you move the Top and Base parameters around. Once all is set, change the amount to 0.
Now add this expression to the CC Bender Amount, (stolen and modified from Dan Ebberts (have you heard this before?)):
amp=20; //amplitude (pixels)
freq=5; //frequency (cycles per second)
decay=4.0; //decay time (seconds)// find previous marker
n = 0; // assume haven’t reached a marker yet
if (marker.numKeys > 0){
n = marker.nearestKey(time).index;
if (marker.key(n).time > time){
n–;
}
}if (n > 0) t = time – marker.key(n).time else t =0;
a = amp*Math.sin(freq*t*Math.PI*2)/Math.exp(decay*t);
aChange the Amount, Frequency and Decay as needed or do as Dan suggested in an earlier post and Connect sliders to those three values.
Lastly to make the expression drive the Bender, set a Marker (* on the numeric pad) where (when really)you want the bend—->>> Decay to happen. The marker must be on the same layer as the bender, the new cell wall layer.
Tweak the turbulent displace (you can slide the Evolution keyframes around too) to get the irregular tension you want.
It should works, looks OK in a mock run.
If you haven’t added an expression to anything, copy the expression, Alt Click the Stowatch for the parameter you want to add the expression to (Amount of Bender) and paste. Click outside the box. Done.
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When you swap in the new solid layer for the now separated cell wall (if I read Aharon correctly), you can get some of the tension and vibration of the cell wall with two effects; Turbulent Displace and CC Bender.
Turbulent Displace: Just position the Offset and set the amount (must be more than 0) then set a keyframe for “Evolution” (0), then down the line change to 1 ( 1 revolution of the evolution for this solution…)., anyway…
CC Bender (for the rubber band vibration of the cell wall):
A little complex more here (but not bad), First “Marilyn” is the style, set the Top and Bottom positions, you’ll need a little amount to see how the cell wall changes as you move the Top and Base parameters around. Once all is set, change the amount to 0.
Now add this expression to the CC Bender Amount, (stolen and modified from Dan Ebberts (have you heard this before?)):
amp=20; //amplitude (pixels)
freq=5; //frequency (cycles per second)
decay=4.0; //decay time (seconds)// find previous marker
n = 0; // assume haven’t reached a marker yet
if (marker.numKeys > 0){
n = marker.nearestKey(time).index;
if (marker.key(n).time > time){
n–;
}
}if (n > 0) t = time – marker.key(n).time else t =0;
a = amp*Math.sin(freq*t*Math.PI*2)/Math.exp(decay*t);
aChange the Amount, Frequency and Decay as needed or do as Dan suggested in an earlier post and Connect sliders to those three values.
Lastly to make the expression drive the Bender, set a Marker (* on the numeric pad) where (when really)you want the bend—->>> Decay to happen. The marker must be on the same layer as the bender, the new cell wall layer.
Tweak the turbulent displace (you can slide the Evolution keyframes around too) to get the irregular tension you want.
It should works, looks OK in a mock run.
If you haven’t added an expression to anything, copy the expression, Alt Click the Stowatch for the parameter you want to add the expression to (Amount of Bender) and paste. Click outside the box. Done.
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Re:Shade/Shape will do what you want:
https://www.revisionfx.com/rsshade.htm
Check out the demo.
Use another layer as the “Shape Alt Source”, most examples in the gallery use Alpha, not what you want.
I put Ramp on a new layer precomped it as use it as above for a eerily symmetrical dome mountain.
The Plugin also does bump mapping using a source of you choice. It can give some pretty amazing results, I got a fur-like effect from a course sand bump map and the right tweaking.
The only tricky part is learning what maps give what results.
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Go to where you want in the timeline, the frame you want to save.
Composition>Save Frame As> File (Ctrl+Alt+S)
If you can’t see this option click in the timeline first
It might say a file type you don’t want, I think it defaults to psd, don’t worry we’ll fix quickly.
In the Render Que, Outpu Modulr that pops up, Click the blue Photoshop 32-bit (default?)
then from the “Format” at the top dropdown, choose Tiff Sequence, ot Jpeg Sequence (or PNG, Targa or any of the other sequences)
Click OK on the output module setting, and if it’s saved to the right place (Output To), Render.
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Mike Clasby
July 11, 2006 at 6:03 pm in reply to: scripts/ffx presets for controlling the sound VolumeBy “directories” I mean the online directories from the site with the preset downloads, not hacking into your computer directories.
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Mike Clasby
July 11, 2006 at 6:03 pm in reply to: scripts/ffx presets for controlling the sound VolumeBy “directories” I mean the online directories from the site with the preset downloads, not hacking into your computer directories.
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Mike Clasby
July 11, 2006 at 5:59 pm in reply to: scripts/ffx presets for controlling the sound VolumeI like the preset volume control ideas(but haven’t upgraded yet, will soon).
I was intrigued by the Surround Sound expressions. I think you ran down the concept in an answer to an earlier post of mine, but it was way over my head. Are you saying we can download the 7.1 surround sound aep? I was intrigued and found it, but it feels creepy crusing through your directories without premission.
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Mike Clasby
July 11, 2006 at 5:59 pm in reply to: scripts/ffx presets for controlling the sound VolumeI like the preset volume control ideas(but haven’t upgraded yet, will soon).
I was intrigued by the Surround Sound expressions. I think you ran down the concept in an answer to an earlier post of mine, but it was way over my head. Are you saying we can download the 7.1 surround sound aep? I was intrigued and found it, but it feels creepy crusing through your directories without premission.
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This earlier post from Dan shows how:
https://forums.creativecow.net/cgi-bin/new_read_post.cgi?forumid=2&postid=881140
In your case, without the sliders:
freq = 20;
amp = 30;
w = wiggle(freq,amp);
[value[0],value[1],w[2]]and with sliders on a null named “freq” and “amp”:
freq = thisComp.layer(“Null 1”).effect(“freq”)(“Slider”);
amp = thisComp.layer(“Null 1”).effect(“amp”)(“Slider”);
w = wiggle(freq,amp);
[value[0],value[1],w[2]]or for a different wiggle for x,y and z, this:
xFreq = 7;
xAmp = 50;
yFreq = 3;
yAmp = 100;
zFreq = 20;
zAmp = 30;wX = wiggle(xFreq,xAmp);
wY = wiggle(yFreq,yAmp);
wZ = wiggle(zFreq,zAmp);
[wX[0],wY[1],wZ[2]]To connect these for sliders:
Layer>New>Null Object
then on the Null
Effect>Expression Controls>Slider Control
then select the “Slider Control” in the Effect Window, hit “Enter” and rename, “xFreq”,
select the “7” in the position expression (timeline window) then pickwhip (little box in the middle, looks like an “@” below the now red position numbers, drag it) to the Slider (“xFreq”) stopwatch. to get that line of the expression changed to;xFreq = thisComp.layer(“Null 1”).effect(“xFREQ”)(“Slider”);
now the slider controls the xFrequency, 0 means no wiggle, so you can turn it on or off with keyframes on the slider.
Have fun.