Forum Replies Created

Page 98 of 285
  • Mylenium

    November 23, 2006 at 5:13 pm in reply to: mograph and stuff

    Well, for a beginner like you are, having one of the modules is not a immediate requirement. Thing is, you probably get too distracted by having too much to explore. You probably also won’t be able to make too much use of the modules because you don’t have any previous knowledge to build on (no offence). You should see modules in general more as a means of doing things in alternative way and expanding your creative envelope rather than them adding functions that lack in the core program. Your first projects are probably going to be rather simple and you should find all the tools you need in the base app. As for the iPod ad – there can be no ultimate wisdom here. Apart from the techniques illustrated in the articles by Andrew and myself, I can think of many different other ways to go about this. You will learn that as well as you move along to explore bolder stuff.

    Mylenium

    [Pour Myl

  • Mylenium

    November 23, 2006 at 12:56 pm in reply to: Light emitting object?

    Like Brain said. But be aware that you need Advanced Render or fianlRender to get it to work and you need to explicitly enable Radiosity in the rendering options. Needless to say that it opens up another can of worms of potential pitfalls.

    Mylenium

    [Pour Myl

  • Mylenium

    November 23, 2006 at 12:41 pm in reply to: pixel aspect ratio distortion

    Just like Jimmybee said – the preview aspect ratio correction in AE only uses a very simplistic interpolation which can lead to stepping. when rendered, everything willl be fine, so do not worry about it too much. If you are using OpenGL, switching to Adaptive resolution will slightly improve things, but it will never completely disappear. If you need sub-pixel precision and the artifacts are getting on your nerves, pre-compose.

    Mylenium

    [Pour Myl

  • Mylenium

    November 23, 2006 at 12:38 pm in reply to: avi rendered from mac

    You’d be ill-advised to use a Mac and on some level it’s even ridiculous to use DivX at all. Have your client sign an agreement in which he explicitely states which flavor of DivX he wants – there are so many derivatives and sub-versions of it, there is no guarantee the ones you are going to deliver are working on all systems. Because of that versioning mess, you cannot avoid getting on a PC at some point. AFAIK, DivX ceased their support for Mac with v3 and only recently came back with v6, so you do not have the option of using the inbetween stable and efficient versions 4 and 5. I think your main problem will be to find the smallest common denominator with your client and in my book that means DivX 5 encoded on a PC.

    Mylenium

    [Pour Myl

  • Mylenium

    November 23, 2006 at 12:31 pm in reply to: Creating cracks along 2 paths

    Use the Lightning and Advanced Lightning effects. Especially Advanced Lightning supports Alpha evasion, so by drawing some masks or creating a usable Alpha channel in another way, you can direct it where it needs to go. As an alternative you might want to get Path Distort from Digital Anarchy’s Anarchy Toolbox which allows you to build and animate the crackles in a straight fashion (e.g. with Cell, Roughen Edges and otehr effects) and then bend them into place in your other comp using masks as guides.

    Mylenium

    [Pour Myl

  • Nope. Time is a composition property unique to each one of them (as evident by the fact that each comp can have its own framerate, start time and a few other things). You have to take that bitter pill unfortunately.

    Mylenium

    [Pour Myl

  • Nope. Time is a composition property unique to each one of them (as evident by the fact that each comp can have its own framerate, start time and a few other things). You have to take that bitter pill unfortunately.

    Mylenium

    [Pour Myl

  • Make sure your relative temporal placement is synchronous in each comp. Ideally each comp should have he exact same length to avoid any confusion. If you are offsetting in- and out points in relation to the main comp, sliders will actually work, but at a different time in th sub-comp. To compensate, subtract the in-point values from offset layers ort use the valueAtTime() method where appropriate like Tobias said.

    Mylenium

    [Pour Myl

  • Make sure your relative temporal placement is synchronous in each comp. Ideally each comp should have he exact same length to avoid any confusion. If you are offsetting in- and out points in relation to the main comp, sliders will actually work, but at a different time in th sub-comp. To compensate, subtract the in-point values from offset layers ort use the valueAtTime() method where appropriate like Tobias said.

    Mylenium

    [Pour Myl

  • Mylenium

    November 21, 2006 at 6:55 pm in reply to: dealing with angles when following a path

    Enable “auto orient” for the layer. Works as a align to path in 2D. Will look strange though, depending on the style of your flare – lensflares do not rotate.

    Mylenium

    [Pour Myl

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