Forum Replies Created

Page 369 of 410
  • Roland R. kahlenberg

    June 2, 2007 at 12:27 am in reply to: writing with smoke

    Particle Playground with a Layer Map of some smoke-like thingy PLUS Kinetic friction should work. Expect lots of tweaking. If you have Paraticular, I believe that they have a built-in effect for something like this

    Good Luck

    Roland Kahlenberg
    https://www.broadcastGEMs.com
    https://www.myspace.com/rorkrgbspace

  • Roland R. kahlenberg

    May 10, 2007 at 11:21 pm in reply to: Matching Layer Window to Comp Window

    You’ll need to do two things –
    1) Pre comp the body into a ‘final comp’ – seems like you’ve done this
    2) Goto to Preferences and ensure that Under Preview, “maintain time … of related comps” is switched on.

    HTH
    RoRK
    https://www.broadcastGEMs.com
    https://www.myspace.com/rorkrgbspace

  • Roland R. kahlenberg

    May 10, 2007 at 11:18 pm in reply to: machine and metal

    Take a look at the CC particle systems. I’m certain one of them will work.

    HTH
    RoRK
    https://www.broadcastGEMs.com
    https://www.myspace.com/rorkrgbspace

  • Roland R. kahlenberg

    May 10, 2007 at 11:13 pm in reply to: Spelling Bees spelling??

    Particle Playground (PP) will be able to do this with the help of Kinetic Friction (persistent property mapper). Checkout my COW tutorial, “Fun in Particle Playland”.

    If I were to do this, I’d have more than one PP layer shooting the bees out from different angles. Lots of ways to affect the bees to create a more realistic/chaotic movement.

    HTH
    RoRK
    https://www.broadcastGEMs.com
    https://www.myspace.com/rorkrgbspace

  • Roland R. kahlenberg

    May 10, 2007 at 11:07 pm in reply to: Masking question

    The Pan Behind Tool does this.

    Cheers
    RoRK
    https://www.broadcastGEMs.com
    https://www.myspace.com/rorkrgbspace

  • If unsure, always stick to the CODEC of your source AND/OR the CODEC that you are outputting to. The cases where the latter should not be the case is when you are rendering out to a low quality medium such as the Web or DVD. For these cases, render to the final delivery CODEC only at the render stage.

    HTH
    Roland Kahlenberg
    broadcastGEMs
    customizable animated backdrops with Adobe After Effects project files

    https://www.myspace.com/rorkrgbspace

  • Roland R. kahlenberg

    January 8, 2007 at 3:16 pm in reply to: Bitrate settings/Image quality in WMV.

    I believe that a setting of 0 pushes the encoder to leave more bits for a smoother video while a sestting of 100 will push the encoder towards a cleaner image. Kinda difficult to see the benefits. MOre obvious is the keyframes per second setting.

    If you’re ging to be playing the presesntation on a computer then I’d suggest that you lower the frame rate to 25fps. I really see no benefit in going 50fps. You’ll also want to set a bitrate setting that is high enough for your computer to playback in realtime and with good quality image after compression.

    I’ve not worked with WMVs at the screen resolution that you’re using so I can’t provide any realworld experiences but I suggest that you look into at least 1.5Mbits per sescond for your datarate.

    HTH
    Roland Kahlenberg
    broadcastGEMs
    customizable animated backdrop with Adobe After Effects project files

  • Roland R. kahlenberg

    December 29, 2006 at 6:28 am in reply to: 1280 x 1080 Comp

    There is no such thing as 1280×1080 in as far as standard video resolutions are concerned. You must be confused between 1920×1080 and 1280×720 – which are HD sizes.

    CHeck with your client for the requirements again.

    Cheers
    Roland Kahlenberg
    broadcastGEMs
    customizable animated backdrops with Adobe After Effects project files

  • Roland R. kahlenberg

    December 14, 2006 at 12:24 pm in reply to: Particle Playground – each particle different?

    Dan’s Particle Playground tutrial is great but it’ll fly over your head if your new to the plugin – it’s quite advanced stuff. For a newbie, take a look, instead, at my COW tutorial on Particle PLayland. It covers the use of different images for each particle.

    As for changing the scale for a particle based on its lifespan, just use the Persistent property with a full-on white mapper and have the Affects property be such that scale increases with time. You can do this via expressions or simply keyframing the values.

    I’m not at a comp now so hopefully there’s enough for you to get going or perhaps someone else can come in should you be tied up.

    Cheers
    RoRK
    broadcastGEMs
    customizable animated backdrops with Adobe After Effects project files

  • Roland R. kahlenberg

    December 14, 2006 at 12:24 pm in reply to: Particle Playground – each particle different?

    Dan’s Particle Playground tutrial is great but it’ll fly over your head if your new to the plugin – it’s quite advanced stuff. For a newbie, take a look, instead, at my COW tutorial on Particle PLayland. It covers the use of different images for each particle.

    As for changing the scale for a particle based on its lifespan, just use the Persistent property with a full-on white mapper and have the Affects property be such that scale increases with time. You can do this via expressions or simply keyframing the values.

    I’m not at a comp now so hopefully there’s enough for you to get going or perhaps someone else can come in should you be tied up.

    Cheers
    RoRK
    broadcastGEMs
    customizable animated backdrops with Adobe After Effects project files

Page 369 of 410

We use anonymous cookies to give you the best experience we can.
Our Privacy policy | GDPR Policy