Peo Fogelstrom
Forum Replies Created
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Hi Dave,
Indeed you are right. But I was hoping someone would provide some insight on how I would accomplish to at least get it a bit less malplaced. As I already stated I’ve tried fidling around with the settings in E3D, curves, color corrections but I still end up with this cartoony gear.
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Found out what caused it to go off-track. Got a world transformation of 90 degress on X on particular set up to get the spiral actually going upwards.
How would I go about correcting this? Might be useful to know in the future as well but for now I could turn everything else 90 degrees.
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No difference.
However I copied everything from my Main comp over to the test-comp for the spiral for expression-edition visualisation and the light/emitter moves fine. Guess I’ll just continue my work in that comp instead then.
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These are all the layers.
Pre-comp layers contain images with their own adjustment layers and Holomatrix effect, nothing more.I guess I also could make a circular mask, make a Null to follow path and pair camera to it’s position for X+Z and increase Y over time to get about the same result.
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Thanks a bunch Kalle.
Got it down now. However replicating and rotating to get that exakt same pattern seems a bit too time consuming. I’m guessing they are using the technique you just explained but with some specific rotations and replicators to generate that hexagonal pattern.
Probably gonna leave it at a square grid for now instead so I can continue with the rest. I’ve already been stuck at this for way too long and don’t want it to suck the fun out of the project.
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Alright so the camera issue was resolved, just needed to upgrade AE.
Also how are you creating the sphere with masks alone? Duplicate layer, rotate and transfering all masks to same layer then applying Plexus?
Duplicating the path inside Plexus limits the sperate rotations for the 10 groups.
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Already looks nice. I will try it out first thing in the morning.
If anyone else happens to drop by I’d just also like to throw out a question about camera movement and Plexus.
If I set any key frames and move the camera nothing shows up in the preview. However when rendering the camera moves through the Plexus noise. Moving around with the camera is difficult as it is but doing it blind having to RAM render in between everything to even know where I end up exactly makes it near impossible to work with.
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Thanks for your reply Kalle.
I tried earlier using multiple primitives spheres and rotating but I’m not getting that exakt same triangular/hexagonal pattern.
With Trapcode Form it’s easily created with e.g X60/Y30 particles and a 45 degrees Z rotation. Unfortunately I haven’t been able to use
But since the primitive in Plexus is created with slices and stacks I’m not getting the same results.
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Thank you Kalle.
Splitting the graphs solved the issue since I could clearly see the Z position going to wrong way and it was an easy fix.
I was just checking the regular graph where everything ofcourse looked fine.