Mylenium
Forum Replies Created
-
Hehe, it’s once more one of those events where the simple mechanics of real life objects “just work” and beat CG where you would need to simulate this. After all, for the most part Rubik’s Cube simply works because the elements constrain each other and are tied to one bicg bally loint inside. One would have a hard time simulating this sliding (it largely goes against how simulations treat friction).
Mylenium
[Pour Myl
-
Hehe, it’s once more one of those events where the simple mechanics of real life objects “just work” and beat CG where you would need to simulate this. After all, for the most part Rubik’s Cube simply works because the elements constrain each other and are tied to one bicg bally loint inside. One would have a hard time simulating this sliding (it largely goes against how simulations treat friction).
Mylenium
[Pour Myl
-
Mmh, you can still fly your cam around… Just make sure you use fold transformations all the time. If your client is a bit picky, you could always have all possible animation cycles handy and then just replace the layers. still not very elegant, but perhaps the best you could do. BTW, I agree on that annoying keeping track of Null objects… If you wanted to do it with parenting, you need something like 7 levels of hierarchy and actually even more Nulls than cubes… I just have a dim memory, but when I tried such things in 3D progs some time ago, it just wasn’t fun at all…
Mylenium
[Pour Myl
-
Mmh, you can still fly your cam around… Just make sure you use fold transformations all the time. If your client is a bit picky, you could always have all possible animation cycles handy and then just replace the layers. still not very elegant, but perhaps the best you could do. BTW, I agree on that annoying keeping track of Null objects… If you wanted to do it with parenting, you need something like 7 levels of hierarchy and actually even more Nulls than cubes… I just have a dim memory, but when I tried such things in 3D progs some time ago, it just wasn’t fun at all…
Mylenium
[Pour Myl
-
Haha, the bad Rubik Cube…. I don’t think you will have any luck with your current approach. This problem isn’t even solvable in a 3D program with dynamic parenting and has driven people crazy for some time now (the hierarchies get too complex and you never can really resolve all interdependencies). The common approach is to split up scenes into segments where only up to 3 rotations occur and then assemple the rendered files to create the illusion. In AE you would do the same by creating multiple instances of your cube comp and only rotating the sides you need. Then it’s all just a matter of keeping track of where which square is and replace the textures/ layers it uses accordingly.
Mylenium
[Pour Myl
-
Haha, the bad Rubik Cube…. I don’t think you will have any luck with your current approach. This problem isn’t even solvable in a 3D program with dynamic parenting and has driven people crazy for some time now (the hierarchies get too complex and you never can really resolve all interdependencies). The common approach is to split up scenes into segments where only up to 3 rotations occur and then assemple the rendered files to create the illusion. In AE you would do the same by creating multiple instances of your cube comp and only rotating the sides you need. Then it’s all just a matter of keeping track of where which square is and replace the textures/ layers it uses accordingly.
Mylenium
[Pour Myl
-
There’s not really a way around that. Mac and PC use different Gamma values which both AE and Quicktime respect and compensate for. You can try to set both your systems to a equal color space and adjust Quicktime and AE accordingly, but using a “dumb” format that doesn’t care about color calibration is the only 100% sure way.
Mylenium
[Pour Myl
-
There’s not really a way around that. Mac and PC use different Gamma values which both AE and Quicktime respect and compensate for. You can try to set both your systems to a equal color space and adjust Quicktime and AE accordingly, but using a “dumb” format that doesn’t care about color calibration is the only 100% sure way.
Mylenium
[Pour Myl
-
Assuming that the bitmap data is always stored in the original full resolution once it is part of the PSD, that shouldn’t be a problem. Kind of like in layout programs where images only exist as a reference and transforms are applied to their “containers” rather than the data itself. I guess you will see this when opening one of those new PSDs – it might take a bit longer since the file itself is larger and PS checks if any transforms must re-calculated. Kinda like the warning you get when PS wants to re-raster your text layers.
Mylenium
[Pour Myl
-
Nah, why spend money if there’s an (almost) perfect solution coming with AE? Ever since v 6.5 Pro it has CC Force Motion Blur, has it not? While the rest isn’t that great, this is one of the few really useful Cycore Effects. just put it on an adjustment layer and off you go… Still, I would agree that Adobe should introduce native motion blur for everything natively and with much better quality than currently.
Mylenium
[Pour Myl