Forum Replies Created

Page 2 of 8
  • Mike Mackenzie

    September 1, 2014 at 5:48 pm in reply to: Cache question

    I had always assumed it was self-purging, that is once it needed space it purged the oldest stuff. I am the opposite of an expert on this though, so I’m sure you are right. Seems like this would be good memory management though…if my Tivo is smart enough to delete old unwanted stuff to make space for new stuff, surely AE could pull that off too.
    Anyway, thanks for your advice, it’s been very helpful!

  • Mike Mackenzie

    September 1, 2014 at 4:02 pm in reply to: Cache question

    I do all kinds of work, from the very simple to ones with hundreds of 3d layers. What is the purpose of flushing the cache? I thought a full cache was good, that it helped with ram previewing.

    Motion Graphics Designer / Art Director
    Boston, MA

    System:
    Mountain Lion on SSD
    2 x 2.8 GHz Quad-Core Intel Xeon
    NVIDIA Quadro FX 4800
    18 GB RAM

  • Mike Mackenzie

    September 1, 2014 at 1:49 pm in reply to: Cache question

    I’m not sure I can answer that, as I don’t know what flushing means. If it’s a conscious act, I do not do it.

  • Mike Mackenzie

    August 25, 2014 at 11:20 pm in reply to: Ray traced number countup?

    Very helpful with formatting, I just donated some money to him. However, I am trying to generate the number 1,000,000,000 via expression slider, and it stops at 1,000,000. is this a limitation of after effetcs, and is there any way around it?
    Thanks!

  • I may be misunderstanding your problem, but I think I can help.
    When AE converts AI files to shapes, they become shapes like AI’s native shapes (rectangles, ellipses, etc). This means you may assign fill and stroke color, otherwise I believe it defaults to grey. You may (but I doubt it) need to build your logo one shape at a time, using a reference layer to reposition/scale.
    Alternately, if you are using the raytraced 3d renderer, check to make sure your layers are not all occupying the same z-space, otherwise they may get some funky gray noise type artifacting.
    Hopefully I am giving you the correct advice, it’s been awhile since I’ve dealt with this issue.

    Motion Graphics Designer / Art Director
    Boston, MA

    System:
    Mountain Lion on SSD
    2 x 2.8 GHz Quad-Core Intel Xeon
    NVIDIA Quadro FX 4800
    18 GB RAM

  • Mike Mackenzie

    August 10, 2014 at 2:23 pm in reply to: Render settings for mobile phones?

    Very helpful, thanks!

    Motion Graphics Designer / Art Director
    Boston, MA

    System:
    Mountain Lion on SSD
    2 x 2.8 GHz Quad-Core Intel Xeon
    NVIDIA Quadro FX 4800
    18 GB RAM

  • Mike Mackenzie

    July 10, 2014 at 5:31 pm in reply to: Trampoline style motion via expression?

    Wow, thanks for this, it’s exactly what I needed, I owe you one my friend!
    As I said, I know jack about working with all but the simplest expressions, this is the one I found online and used. It basically made my character bounce all the way down, instead of plummet then bounce:

    // Ease and Wizz 2.0.1 : inOutBounce : All keyframes
    // Ian Haigh (https://ianhaigh.com/easeandwizz/)
    // Last built: 2010-10-09T13:35:40+11:00
    // some defaults
    var p = 0.8; // period for elastic
    var a = 50; // amplitude for elastic
    var s = 1.70158; // overshoot amount for “back”
    function inOutBounce(t, b, c, d, a, p) {
    function easeOut (t, b, c, d) {
    if ((t/=d) < (1/2.75)) {
    return c*(7.5625*t*t) + b;
    } else if (t < (2/2.75)) {
    return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
    } else if (t < (2.5/2.75)) {
    return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
    } else {
    return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
    }
    }
    function easeIn(t, b, c, d) {
    return c – easeOut (d-t, 0, c, d) + b;
    }
    if (t < d/2) return easeIn (t*2, 0, c, d) * .5 + b;
    else return easeOut (t*2-d, 0, c, d) * .5 + c*.5 + b;
    }
    function easeAndWizz() {

    var n = 0;
    if (numKeys > 0) {
    n = nearestKey(time).index;
    if (key(n).time > time) { n– }
    }
    try {
    var key1 = key(n);
    var key2 = key(n+1);
    } catch(e) {
    return null;
    }

    // determine how many dimensions the keyframes need
    var dim = 1; // It’s gotta have at least ONE dimension
    try {
    key(1)[1];
    dim = 2;
    key(1)[2];
    dim = 3;
    } catch(e) {}
    t = time – key1.time;
    d = key2.time – key1.time;
    sX = key1[0];
    eX = key2[0] – key1[0];
    if (dim >= 2) {
    sY = key1[1];
    eY = key2[1] – key1[1];
    if (dim >= 3) {
    sZ = key1[2];
    eZ = key2[2] – key1[2];
    }
    }
    if ((time < key1.time) || (time > key2.time)) {
    return value;
    } else {
    val1 = inOutBounce(t, sX, eX, d, a, p, s);
    switch (dim) {
    case 1:
    return val1;
    break;
    case 2:
    val2 = inOutBounce(t, sY, eY, d, a, p, s);
    return [val1, val2];
    break;
    case 3:
    val2 = inOutBounce(t, sY, eY, d, a, p, s);
    val3 = inOutBounce(t, sZ, eZ, d, a, p, s);
    return [val1, val2, val3];
    break;
    default:
    return null;
    }
    }
    }
    (easeAndWizz() || value);

  • Mike Mackenzie

    July 7, 2014 at 4:06 pm in reply to: Simple (?) Particular Question

    I noticed the spelling was slightly off but figured it was a victim of Americanization at some point. I bet if you went back far enough you’d be related. Your great-great-great-great-great Uncle Pieter was a goatherd in Krakow or something.

    Motion Graphics Designer / Art Director
    Boston, MA

    System:
    Mountain Lion on SSD
    2 x 2.8 GHz Quad-Core Intel Xeon
    NVIDIA Quadro FX 4800
    18 GB RAM

  • Mike Mackenzie

    July 7, 2014 at 3:58 pm in reply to: Simple (?) Particular Question

    Ex-NHL player. Not a name you run into as often as, say, Smith.

  • Mike Mackenzie

    July 7, 2014 at 3:53 pm in reply to: Simple (?) Particular Question

    Thanks, I’ll give that a shot. You any relation to Zarley Zalapski?

Page 2 of 8

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy