Rosa Hughes
Forum Replies Created
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Rosa Hughes
May 19, 2016 at 4:47 am in reply to: After Effect error: Particular cannot work on a time-reversed layerI 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.
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This is so helpful, thank you so much for this 🙂
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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.
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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.
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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. -
yeah, that’s what I’m currently doing, but it makes character interactions not as intuitive to animate.
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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? -
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? -
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).
