Mylenium
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Reflections do not generate Alpha (as they are always spreading across the entire scene, their Alpah is identical to the object Alpha; even “black” areas are reflection in strict terms of the renderer) and Glows do not reflect. They should have a proper Alpah, though, and if you render the post effects to a separate layer under multipass it will be there.
Mylenium
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[Tonton1] “Maybe by writing a script that would recalculate new coordinates and keyframes.”
There is a Comp Resizer script that comes with AE and is meant exactly for this purpose. It does not take care of 3D layers, though, if I recall correctly. It may need to be adapted slightly to accomodate for the extra Z position/ rotation/ scale channels. Still, you can’t possibly avoid re-doing quite ab it of your stuff manually (adapting font sizes, stroke withs, blur radii etc.) because stuff will look different even though the positions may be correct, so tell your client they’ll have to pay a bit more.
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[mindset] “Are you viewing on a computer monitor or NTSC broadcast monitor.”
That would be my question, too. If you’re only previewing on the computer or using Firewire, it may not look correct. You need to go the full route by importing your stuff in the edit suite and previewing it as it is for the final output.
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[movingpixel] “IS there an easier way of doing this, in terms of using a codec that allows me to produce a movie rather than a tiff sequence?”
Sure, but what would be the point? (read the following)
[movingpixel] “Will final cut allow me to compress a tiff sequence and also at this resolution?
Will Studio Pro be able to handle these compressed files(if they can be compressed?)”I’m sure it will, but what would you do with it? If you are to deliver your stuff on DVD (video), your resolution is limited to 720×480 as specified in the standard, meaning that you would have to split up your comp in suitable chunks before even beginning to think of putting them on DVD.
If you are using the DVD as a data transfer medium only, it shouldn’t matter much in which format you deliver since it is going to be imported on the system for the show and most likely played back from harddisk to the split switch. All realtime systems love Targas, what else the specific hardware in your scenario will accept you need to inquire.
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Mylenium
March 5, 2007 at 7:58 am in reply to: Real look of Smoke in AE and Trapcode Particular v1.50[Achille] “1. how do I make smoke that looks real? (I did manage it to a cirtain phase!)”
You shoot it with a camera. It’s as simple as that. ;O) Other than that we could go on about this for hours on how to achieve something acceptable in Particular, but without seeing your actual setup it’s pretty pointless.
[Achille] “2. how do I control the speed of the particles?”
Balance Velocity against Air Resistance.
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You can’t – more or less. Pixels cannot be extruded. Like Nate said, if you do a search, you can come across some alternative techniques involving plugins mostly, but that’s pretty much it.
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No. You need to render. If you apply the time remap to the pre-comp itself, AE will always try to interpolate keyframed data instead of working on the pixels. It’s one of the core principles (and mostly useful, as it maintains quality). If you use the timewarp effect instead of Time Remapping, that limitation is no longer valid, so give that a try (if you really must keep everything “dynamic” and editable).
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Get yourself Path distort which is part of Digital Anarchy’s Anarchy Toolbox plugin collection. If the path is simple enough, you may also get away with using AE’s own Bezier Warp.
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Well, flat pieces are never easy, an inherent weakness in how splines work. Perhaps you could in that case take a completely different route. Since, as you say, you are planning to have pieces falling anyways, why not us the ExplosionFX deformer? This way you could create your text as normal ExtrudeNURBS and boolean techniques. The only downside would be that you more or less need a separate defoormer for each letter and need to animate it individually.
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No. Mask node positions are inaccessible to expressions as are other mask properties. If you have a simple straight line, use the beam effect or follow my World Map tutorial which uses long thin solids.
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