Forum Replies Created

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  • I still get the error message when I precompose Particular and do time-remapping (using the latest version of CC).

    I found the only way to get it to work is to go into the advanced comp settings (of your Particular comp) and check the ‘preserve frame rate when nested’ box.

  • Rosa Hughes

    March 31, 2015 at 12:44 am in reply to: Creating a prize wheel

    This is so helpful, thank you so much for this 🙂

  • Rosa Hughes

    July 2, 2014 at 11:47 pm in reply to: Duik IK – scaling and flipping puppets

    I didn’t end up with a proper solution, sorry. The rig I was using (DUIK) had specific maths in the expressions which just freaked out anytime i tried to flip it.

    However, I was trying to flip my whole rig and use it (which didn’t work). I assume if you want to make opposing legs on the spider, you can just make 2 legs (each one bending opposite ways) and duplicate them 3 times.

  • Rosa Hughes

    February 5, 2014 at 1:46 am in reply to: Duik IK – scaling and flipping puppets

    Hmm, sounds like that would work…but then if I’m creating a second puppet, I’m probably better off just using the new one instead. If I need to flip between the 2 in the same scene, I think I’ll use this method, thanks.

  • Rosa Hughes

    February 4, 2014 at 3:47 am in reply to: Duik IK – scaling and flipping puppets

    I thought this would work but it’s still the same 🙁

    I made the control anchor points and positions match, but the arm still freaks out when the master is rotated/scaled to flip.
    I’m guessing it’s always gonna be something in the specific IK expression that won’t let it be flipped. Sigh, I guess I’m gonna have to flip the graphics in photoshop and pin/rig it all over again.

  • Rosa Hughes

    February 4, 2014 at 2:17 am in reply to: Duik IK – scaling and flipping puppets

    yeah, that’s what I’m currently doing, but it makes character interactions not as intuitive to animate.

  • Rosa Hughes

    February 3, 2014 at 11:51 pm in reply to: Duik IK – scaling and flipping puppets

    Ah I was so excited when I read this but no dice. It reacts the same way as if I scale it.

    You can see that the arms automatically go wonky and jump away from their controls in the flipped version. When you start to move the controls, it gets even worse.

  • Rosa Hughes

    July 23, 2013 at 5:00 am in reply to: Parenting across compositions

    Everything is square pixels. Everything starts at zero and is the same time length.
    I have a fake camera move in [Main] that consists of a scaling solid that everything is parented to. Could this be messing with anything?

  • Rosa Hughes

    July 23, 2013 at 4:25 am in reply to: Parenting across compositions

    Everything is 2D, thanks for the code.
    I forgot to mention that my [Main] comp is 500×500 pixels, and my [Precomp Man] is 1511×1511. The flare is definitely moving at the same time as the sword, but it’s not sticking to it like it should be. Could this be because of the different sizes?

  • Rosa Hughes

    January 12, 2010 at 1:30 am in reply to: Winding up a fishing reel, expressions help?

    I tried applying the piston and crank tutorial to the fishing reel scenario (with the reel handle being the wheel, the hand being the crank, and the piston being the hand effector) but ended up making a giant mess of things 🙁

    my anchor points and parents for the IK system oppose the piston/crank system! I can’t figure out how to use both systems together…

    Any ideas.. ? The manually animated motion looks sort of awful unless i animate it frame by frame (which i’m trying to avoid as the bosses will probably shower me with changes).

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