Mike Clasby
Forum Replies Created
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Methinks you might be looking for Pete’s Smear:
https://www.petewarden.com/#Free%20Downloads
or Transition>CC Scale Wipe.
If you really want Directional blur, try duplicating the layer and bluring the top layer then revaling it with a rectangular mask. It should work.
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Here is some Dan stuff on expressions for text:
https://library.creativecow.net/articles/ebberts_dan/ae6_exp.php
See the section named “Text” about half way down.
The following expression was hacked from that page, it needs to be put on The Source Text of a Text layer. It will generate a random letter between a to Z. (Copy the expression, Alt Click the Source Text Stopwatch, then Paste)
seedRandom(0,true);
c = Math.floor(random(65,92));
String.fromCharCode(c)Then if you duplicate that text layer it will generate a new and different letter.
What are you trying to do exactly. It sounds like it might be a job for a particle generator or AE’s native Text Animator (my big weak spot)?
Also there is a script that will take text from a .txt file and make a layer for each line. So if you had one letter per line it would generate as many letters as you have line of letters (I’m still thinking you want single letters, so put only one letter per line). The script is named, “crg_Text_from_File.jsx”. Unzip it and drop the jsx file into you Scripts folder. Then File>Run Script and select that script. You can download it, here:
https://www.crgreen.com/aescripts/
When you run the script, don’t check the “One Layer” box, and it will give you a new layer for each line. This is a great script for turning a list of names into a layer for each name. I don’t know how many letters/lines it will take before it gags After Effects. Like I said this may just be a job for AE’s Text Animators (like the presets).
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Scroll down to almost the bottom and Checkout the section:
“Back to the Task at Hand” for segMin and segMax:
https://www.motionscript.com/mastering-expressions/random-1.html
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Here’s how to do the tracking though:
https://library.creativecow.net/articles/kramer_andrew/Demon_Face_Warp.php
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If you could post a link, like this:
https://www.youtube.com/watch?v=jxlF-iaZm6g
that would be real helpful for us non-Stargate folks. I didn’t see any glowing eyes.
Got link?
Best movie for 2007 (so far):
Once
What? no SFX?
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I vote for contacts too. Hilarious movie, just maybe 20 minutes too long.
Aharon does an eye track/replacement about 5 minutes into this:
https://forums.creativecow.net/articles/rabinowitz_aharon/cartoon_look/Cartoon_Part_3/index.htm
I agree, Andrew’s tut listed above is probably the best guide for what you want to do, possible but not easy.
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You could put the masks on a solid above the footage.
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just a few questions.
Where do you want the layers to come from? Or do you want them to just appear in that spot? And do you want them to freeze in that spot once they “snap” into place?
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I used search and it wouldn’t find this oldie but goodie. Luckily I had it filed away. If you drag your ball offscreen left, then add the expressions to position and scale it will take off from wherever you place it. The initial x and y velocity and elasticity must be the same in both expressions for the squish and squash (scale) to coordinate with the bounce (position). The Floor is also adjustable.
This gem from Dan Ebberts.
Name: Dan Ebberts
Date: Sep 14, 2004 at 11:40:45 am
Subject: Re: bouncing animation
Here are a couple of bounce simulation expressions. The first one is for position and the second is for scale. With the parameters set the way they are, your object will drop until it reaches y = 400 (“floor”) and then bounce. You can control everything with the parameters (even better- assign them to sliders). You can use Vx0 and Vy0 to give your object an initial velocity – turning it into a projectile. For best results, move the anchor point of your object to the bottom. Here’s the expression for position:
Vy0 = 500; //initial y velocity (pixels/second)
Vx0 = 300; // initial x velocity (pixels/second)
g = 2500; // gravity (pixels/second/second)
floor = 400;
e = .85; //elasticityb = floor – position[1];
h = b + Vy0*Vy0/(2*g);
T = Vy0/g + Math.sqrt(2*h/g);if (time < T){ y = Vy0*time - g*time*time/2 + b; }else{ Vy = -(Vy0 - g*T); while (true){ Vy *= e; t = T; T += 2*Vy/g; if (time < T){ t = time - t; y = Vy*t - g*t*t/2; break; }else if (T - t < thisComp.frameDuration){ y = 0; break; } } } [position[0] + Vx0*time, floor - y] And for scale: Vy0 = 500; //initial y velocity (pixels/second) Vx0 = 300; // initial x velocity (pixels/second) g = 2500; // gravity (pixels/second/second) floor = 400; e = .85; //elasticity d = .02; //squash factor spd= 10; //speed of squash oscillation decay= 10.0; //how fast squash slows down b = floor - position.valueAtTime(0)[1]; h = b + Vy0*Vy0/(2*g); T = Vy0/g + Math.sqrt(2*h/g); if (time < T){ x = scale[0]; y = scale[1]; }else{ Vy = -(Vy0 - g*T); while (true){ max_dev = e*Vy*d; Vy *= e; t = T; T += 2*Vy/g; if (time < T){ t = time - t; x=scale[0]+max_dev*Math.cos(spd*(t))/Math.exp(decay*t); y=scale[0]*scale[1]/x; break; }else if (T - t < thisComp.frameDuration){ x = scale[0]; y = scale[1]; break; } } } [x,y] Dan