Forum Replies Created

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  • Mylenium

    November 18, 2006 at 5:21 pm in reply to: Making A Video Clip Pulsating to the Bass of an Audio Clip

    Simply use custom Ranges as outputs on the Soundkeys plugin. This allows you to use any min/ max values you desire.

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 5:18 pm in reply to: Resizing staying in place..

    I don’t understand what you mean. Nobody is stopping you from combining position animation with the scaling, so it doesn’t really matter much where the anchor point is, it can stay in the center of the image. Assuming all your images have the same size, the last keyframe in the large state would be the same, no matter where they are in the small version. Placing them without Overlaps should not be any problem at all, but if you want to be 100% safe, use numeric inputs or expressions, references to which you can find here on the COW e.g here

    https://forums.creativecow.net/cgi-bin/new_read_post.cgi?forumid=2&postid=892111

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 5:18 pm in reply to: Resizing staying in place..

    I don’t understand what you mean. Nobody is stopping you from combining position animation with the scaling, so it doesn’t really matter much where the anchor point is, it can stay in the center of the image. Assuming all your images have the same size, the last keyframe in the large state would be the same, no matter where they are in the small version. Placing them without Overlaps should not be any problem at all, but if you want to be 100% safe, use numeric inputs or expressions, references to which you can find here on the COW e.g here

    https://forums.creativecow.net/cgi-bin/new_read_post.cgi?forumid=2&postid=892111

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 5:08 pm in reply to: Working with really large images ….

    Chop them up in usable sizes (max. 8000×8000 pixels) and stitch them together back in AE. Everything else is bound to fail. Smaller tiles mean more stitching, but are better to handle – when they are outside the comp window, AE can simply ignore them for rendering purposes and release the memory buffer.

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 5:08 pm in reply to: Working with really large images ….

    Chop them up in usable sizes (max. 8000×8000 pixels) and stitch them together back in AE. Everything else is bound to fail. Smaller tiles mean more stitching, but are better to handle – when they are outside the comp window, AE can simply ignore them for rendering purposes and release the memory buffer.

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 5:04 pm in reply to: moving swaying pile

    [lettershome] “I don’t have Mograph or 10, but will the cloner allow for a large variety of objects in the pile, or at least the ability to create instances that allow me to attach a bunch of things to. I’m thinking something kindof messy here…a pile of junk with lots of different pieces and parts of varying sizes.”

    You still have to model al lthe variations. Cloners only vary rotation, scale and positions. Since each clone is treated liek a particle, you cannot directly attach anything to it. The order is just the other way around – first model/ naimate, then let the cloners and effectors handle placemnt and secondary animation.

    If you don’t have any of the modules, you should dig into XPresso. Using a Hierarchy node, an Iterator and a reference to a spline using a Points node you can directly attach your objects to points on the spline, which in turn you can then animate using PLA.

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 4:56 pm in reply to: Star

    I have no idea what you are talking about. Do you mean “falling star” as in meteor or comet (because of the tail and heat you were refering to)? That’s not going to be easy and actually is more the domain of 3D programs. The best thing I can think of in AE would be to find yourselff a decent photo of a meteorite and use that as the basis. Using glows, duplicates of the layer with the Roughen Edges effect applied and some help from Fractal Noise you can get pretty convincing flame bursts and molten materials. For the trail you’d have to have a particle simulation program/ plugin such as particleIllusion or Trapcode’s Particular. There’s no way around that.

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 4:53 pm in reply to: Creating a bow/ribbon

    That’s not that bad. If you are looking for more realism, model one loop using a Sweep NURBS object and then clone it a bunch of times in a radial array. Combining multiple radial arrays would certainly yield some interesting results. From where I sit, the ideal solution would of course be to use the MoGraph module for all the cloning, but that may not be an option for you.

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 4:46 pm in reply to: mixed safe areas

    Either create a custom overlay like Mark said (it could even be a simple solid) or use rulers and guides to show the cropped areas.

    Mylenium

    [Pour Myl

  • Mylenium

    November 18, 2006 at 4:44 pm in reply to: newbee

    Yepp, like Michael said, just consult the manual. All 3D progs are pretty much based on the same mathematical and physical principles and thus use similar terminology. Only the placement of the buttons differs quite a lot *giggle*. Simple rule: If you don’t find it in the index, it ain’t there. C4D does for instance not use material IDs and sub-materials nor has it a modifier stack, of course.

    Mylenium

    [Pour Myl

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