Mylenium
Forum Replies Created
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[sascha1979] “further i need a digital clock with hours minutes seconds and day… its not possible to do this with the effect numbers isnt it?”
Oh no, you’re dead wrong. It is doable. You just need multiple layers with the effect. There is no lazy man’s way to achieve what you describe. You have to invest some work in it. There is no magic plugin that will do it for you and you should get used to that.
Mylenium
[Pour Myl
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You should try and look at some of Dan Ebberts tutorials here at the COW and at his site motionscript.com. It’s quite possible to create what you described using just expressions. The key to success is using valueAtTime() for the position to mimic the behavior of another layer. Try this:
seedRandom(index,true);
offset=random(-1,1);
X=position[0];
Y=position[1];
Z=thisComp.layer(“ParticlePrototype”).position.valueAtTime(inPoint+time+offset)[2];[X,Y,Z]
Just make sure your layer is already set to 3D and apply the expression to the position. It will look for the behavior of a layer called ParticlePrototype and replicate its animation on the Z-axis. You can still place your particles freely on X and Y. Change values and names as you need them.
Mylenium
[Pour Myl
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You should try and look at some of Dan Ebberts tutorials here at the COW and at his site motionscript.com. It’s quite possible to create what you described using just expressions. The key to success is using valueAtTime() for the position to mimic the behavior of another layer. Try this:
seedRandom(index,true);
offset=random(-1,1);
X=position[0];
Y=position[1];
Z=thisComp.layer(“ParticlePrototype”).position.valueAtTime(inPoint+time+offset)[2];[X,Y,Z]
Just make sure your layer is already set to 3D and apply the expression to the position. It will look for the behavior of a layer called ParticlePrototype and replicate its animation on the Z-axis. You can still place your particles freely on X and Y. Change values and names as you need them.
Mylenium
[Pour Myl
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It’s very unlikely that such a tool could even exist. SWF export uses JPEG compression for effects that cannot be output to vector data and due to the algorithm it’s near impossible to predict data size for any given frame – it all depends on what’s visible. You could have a large solid color background or sky in one frame that compresses very well and in another frame lots of fine detail that won’t compress as much.
Mylenium
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Mylenium
November 28, 2005 at 2:46 pm in reply to: Color consistancy between AE and Photosop/IllustratorYepp, that’s the easiest way. We’ve tried several different approaches to this in our company, but making Photoshop and Illustrator “dumb/ inert” and matching things by eye works best. If you can, you should also try to create templates with color charts and then mangle them thru all programs. You could then create an effects preset or template project containing an adjustment layer with proper tweaks so you don’t always have to start from scratch.
Mylenium
[Pour Myl
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You could always use an expression on the source text… What specifically are you trying to do that you can’t achieve with the numbers effect (or multiple instances of it)?
Mylenium
[Pour Myl
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You could always use an expression on the source text… What specifically are you trying to do that you can’t achieve with the numbers effect (or multiple instances of it)?
Mylenium
[Pour Myl
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Mylenium
November 28, 2005 at 12:06 pm in reply to: Color consistancy between AE and Photosop/IllustratorAE will only use RGB files, so any CMYK stuff is useless from the start and must be converted (in worst case, it will cause rendering errors or crashes). AE does not use color profiles so there is no point in maintaining them. You should get rid of them when you open your files in Photoshop or Illustrator and manually adjust your colors back to how they are supposed to look with color profiles. Make sure you work in Standard RGB or Adobe RGB and there should no longer be such noticeable differences (you can’t avoid some very minimal color shifting in some cases, but that can be rectified inside AE using effects).
Mylenium
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You need some kind of multiplier that you drive using the scale. Thri this:
scale_Y=thisLayer.scale[1]; //actual Y scale of object
max_scale=100; //maximum allowed scale of object
min_scale=0; //minimum allowed scale of objectrotation_base=20; //constant basic permanent rotation
rotation_factor_max=5; //maximum multiplier for rotation
rotation_factor_min=1; //maximum multiplier for rotationrotation_factor=linear(scale_Y,min_scale,max_scale,rotation_factor_min, rotation_factor_max); //remaps scale to derive a actual multiplier
my_rotation=time*rotation_base*rotation_factor; //actual rotation driven by time
[my_rotation]
Cheers
Mylenium
[Pour Myl
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You need some kind of multiplier that you drive using the scale. Thri this:
scale_Y=thisLayer.scale[1]; //actual Y scale of object
max_scale=100; //maximum allowed scale of object
min_scale=0; //minimum allowed scale of objectrotation_base=20; //constant basic permanent rotation
rotation_factor_max=5; //maximum multiplier for rotation
rotation_factor_min=1; //maximum multiplier for rotationrotation_factor=linear(scale_Y,min_scale,max_scale,rotation_factor_min, rotation_factor_max); //remaps scale to derive a actual multiplier
my_rotation=time*rotation_base*rotation_factor; //actual rotation driven by time
[my_rotation]
Cheers
Mylenium
[Pour Myl