Forum Replies Created

Page 75 of 285
  • Mylenium

    December 16, 2006 at 9:18 am in reply to: Smoke along a path

    More than Pyrocluster, you need a tool that constrains your particles to a path and that would most likely be Thinking Particles. Haven’t played with it that much, but there is a path/ spline node in it, that probably does what you want. For the rendering you do not necessarily need Pyrocluster. Cigarette smoke is usually so faint, you’d use sprite particles (mapped planes). Depending on the situation, you may not need any particles at all. Just wrap an object mapped with a Fresnel shader around a spline using tools such as MoGraphs Spline Wrap object.

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 9:13 pm in reply to: Jumpy AE comp in Premiere

    Assuming you are rendering to NTSC DV, your render settings should be 720×480 pixels, pixel aspect D1 (0,9) and you should render fields with lower fields first. Your comp should have 30 fps or 29,97 fps. Check the manual for “Render Settings” and “Output Module”.

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:48 pm in reply to: Stretchy/Bouncy Connection?

    Assuming you are only halting once, I’d hand-keyframe it. You can use this modified expression – it will respect all hand animation and still follow your head.


    head=thisComp.layer(“Head”);
    delay=0.1; // delay in seconds
    offset_X=100; //offset from head in pixels
    offset_Y=100;

    X=position[0]+head.position.valueAtTime(time-delay)[0]+offset_X;
    Y=position[1]+head.position.valueAtTime(time-delay)[1]+offset_Y;

    [X,Y]

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:48 pm in reply to: Stretchy/Bouncy Connection?

    Assuming you are only halting once, I’d hand-keyframe it. You can use this modified expression – it will respect all hand animation and still follow your head.


    head=thisComp.layer(“Head”);
    delay=0.1; // delay in seconds
    offset_X=100; //offset from head in pixels
    offset_Y=100;

    X=position[0]+head.position.valueAtTime(time-delay)[0]+offset_X;
    Y=position[1]+head.position.valueAtTime(time-delay)[1]+offset_Y;

    [X,Y]

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:43 pm in reply to: Creating An unfurling scroll

    Mmmh, you could try combining CC Cylinder for the curl with a linear wipe for the straightened out parts. It won’t look very real, though. There will be no shadows and it will also be difficult to sync everything so it doesn’t look like the curled up part is sliding. If you can get access to a 3D program, this would be much easier.

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:36 pm in reply to: 3D Paper Plane

    You’re making yourself popular today! ;O). Thanks for taking the time to put those projects together and sharing them.

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:36 pm in reply to: 3D Paper Plane

    You’re making yourself popular today! ;O). Thanks for taking the time to put those projects together and sharing them.

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:34 pm in reply to: Start Expression after certain frame

    Simply split the layer and only apply the expression to the snippet you want.

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:34 pm in reply to: Start Expression after certain frame

    Simply split the layer and only apply the expression to the snippet you want.

    Mylenium

    [Pour Myl

  • Mylenium

    December 15, 2006 at 8:34 pm in reply to: Jumpy AE comp in Premiere

    Has it fields? Progressive doesn’t look too good when combined with interlaced otehr footage…

    Mylenium

    [Pour Myl

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