Mylenium
Forum Replies Created
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Turn off auto-orient and use a simple expression, preferably on the orientation parameter of your layer:
cam=thisComp.layer(“camera”).position;
looksy=lookAt(position,cam);[orientation[0],looksy,orientation[2]]
Mylenium
[Pour Myl
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Turn off auto-orient and use a simple expression, preferably on the orientation parameter of your layer:
cam=thisComp.layer(“camera”).position;
looksy=lookAt(position,cam);[orientation[0],looksy,orientation[2]]
Mylenium
[Pour Myl
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1) and 2) -> unlikely.
3) and 4) -> here things get dicy. It’s impossible to create a DVD that looks “perfect” both on computers and standalone players. You produce your DVD for standalone players and when played back on a computer, the player software will dynamically de-interlace everything. In that light not rendering any fields from AE would be shooting yourself in the knee, no matter which platform you target. In your case it seems that you did not use any footage interpretation at all and some of your footage contained fields in the wrong order.
Mylenium
[Pour Myl
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On the compositing front you have Fusion, Shake, Nuke, flame*/ inferno* as well as combustion* (though there it is not at the core of the app, just another metaphor for combustion*’s otherwise layer-based workflow. However, node based stuff is also quite common in 3D applications, be it Maya’s Hypershade for texturing, Cinema4D’s XPresso editor or such exotic things as massive!’s (the app that was used to create crowd scenes in “Lord of the Rings”) “brain” networks. If you want to explore how nodes work, you should really download one of the demos of aforementioned programs.
Mylenium
[Pour Myl
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On the compositing front you have Fusion, Shake, Nuke, flame*/ inferno* as well as combustion* (though there it is not at the core of the app, just another metaphor for combustion*’s otherwise layer-based workflow. However, node based stuff is also quite common in 3D applications, be it Maya’s Hypershade for texturing, Cinema4D’s XPresso editor or such exotic things as massive!’s (the app that was used to create crowd scenes in “Lord of the Rings”) “brain” networks. If you want to explore how nodes work, you should really download one of the demos of aforementioned programs.
Mylenium
[Pour Myl
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[Sandman] “This is kind of where I’m confused. Isn’t AE doing the same thing? You put one effect on it, and then that resulting video then is used when the next effect is applied, and then that resulting video is used for the next effect, etc?”
No. While Adolfo’s and Andrews explanations are correct, they don’t capture the nature of nodes. A node is an abstract program component/ algorithm/ function that receives and returns only values. It basically does not care how those values are generated/ delivered as long as they are within a range and structure the node can understand. In case of a compositing app this means it does have no interest in whether a filter created a certain pixel (or the values representing the pixel) or it is part of some footage. The node will blindly apply its methods to that pixel. In a way one could say the greatest strength of nodes is that they are “stupid” and don’t care about the outside world.
A good example of this could e.g. be channel management. While in AE you already need a filter to exclude one channel from another effect (e.g. using Shift Channels), in a node based system you would simply not connect that channel to the processing node and be done with it. You could also bypass one node and could connect that channel to a completely different node. You don’t have that option in AE, not even collapse transformations will do something similar.
Another benefit is that you can easily share effects across the board. Where in AE you would often work with multiple instances of a layer and apply different sets of effects to them, in a node based environment you would just use multiple outgoing connections from the original node and add different processing nodes to those outputs. This greatly minimizes overhead and accelerates processing.
Mylenium
[Pour Myl
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[Sandman] “This is kind of where I’m confused. Isn’t AE doing the same thing? You put one effect on it, and then that resulting video then is used when the next effect is applied, and then that resulting video is used for the next effect, etc?”
No. While Adolfo’s and Andrews explanations are correct, they don’t capture the nature of nodes. A node is an abstract program component/ algorithm/ function that receives and returns only values. It basically does not care how those values are generated/ delivered as long as they are within a range and structure the node can understand. In case of a compositing app this means it does have no interest in whether a filter created a certain pixel (or the values representing the pixel) or it is part of some footage. The node will blindly apply its methods to that pixel. In a way one could say the greatest strength of nodes is that they are “stupid” and don’t care about the outside world.
A good example of this could e.g. be channel management. While in AE you already need a filter to exclude one channel from another effect (e.g. using Shift Channels), in a node based system you would simply not connect that channel to the processing node and be done with it. You could also bypass one node and could connect that channel to a completely different node. You don’t have that option in AE, not even collapse transformations will do something similar.
Another benefit is that you can easily share effects across the board. Where in AE you would often work with multiple instances of a layer and apply different sets of effects to them, in a node based environment you would just use multiple outgoing connections from the original node and add different processing nodes to those outputs. This greatly minimizes overhead and accelerates processing.
Mylenium
[Pour Myl
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No. You need to create a separate menu for each song and then use buttons with auto-action that switch betweeen those menus.
Mylenium
[Pour Myl
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AE uses splines (or spline curves) all the way in it’s mask tools, animation paths and the graph editor. Technically a spline is just a representation of a mathematical formula that calculates interpolation between two points. The simplest spline is a straight line, AE uses those and B
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[Muhneer] “Thanks for the fast reply,
But isnt there something i am missing, i mean there must be some
kind of stop(); for an expression. What if i rotate something with steps
of 10 each time. And i want to let it wiggle its position at frame 40. Then it will never stop rotating and it will rotate and wiggle instead of only wiggling and not rotating.Am i thinking in the wrong way ? do such things have to been done with sliders ?
Thanks!”
Your logic isn’t quite correct. All expressions will respect animation values if you tell them to. Unlike julian06 suggested you don’t even need to fiddle with conditional statements. All you need to do is add your wiggle to your existing rotation and then keyframe the slider value.
Ex:
wig_amp=effect(“Wiggler”)(“Slider”);
wig_freq=effect(“Wiggly”)(“Slider”);[rotation+ wiggle(wig_freq,wig_amp)]
There can be no stop() procedure in an expression because it kinda defeats the purpose – the expression would stop to evaluate as a whole and ultimately be do nothing. Think of it like a car – you can’t move it if the motor is out, but you can put it on idle if you wan’t it to function but not actually move.
Mylenium
[Pour Myl