Forum Replies Created

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  • Sam Moulton

    May 3, 2007 at 7:47 pm in reply to: easy ease in rotation

    woops,,, make that edit the speed graph not the value graph. You want to make sure that neither graph has a bit of a hook on it.

  • Sam Moulton

    May 3, 2007 at 7:38 pm in reply to: easy ease in rotation

    Start with 2 keyframes only with no easy ease applied.

    Go to the graph editor and select show reference graph and edit value graph. You’ll see the speed graph. Select the end keyframe and then click on the ease in button at the bottom of the graph.

    Now grab the handle created and while holding down the shift key drag it to the right until the speed curve looks like you’d like it to look. You won’t get a perfectly linear speed until the deceleration starts but it will be close. If you must make it linear add another keyframe at about the point where you want the deceleration to start and carefully adjust the handles while keeping an eye on the speed graph.

    If your wheel still appears to turn backwards then you’ve got the same effect that causes stage coach wheels and helicopter blades to appear to turn backwards. It’s called a stroboscopic effect and can only be fixed with motion blur or by changing the speed of the rotation.

  • Sam Moulton

    May 3, 2007 at 7:17 pm in reply to: motion blur on nested 3D cube?

    Pre-compose and use CC force motion blur.

  • Sam Moulton

    May 3, 2007 at 7:17 pm in reply to: adding templates w/previews?

    there is a script and tutorial floating around somewhere that lets you do this. I’ve done it in the past. You basically render out a small version of your comp then run the script and the preview is embedded.

    I’ll check my records and see if I can locate the tutorial and script.

  • Sam Moulton

    April 28, 2007 at 10:01 pm in reply to: pixel aspect madness

    just remember to never set the par to something it isn’t. You should AE should properly interpret anything that comes from photoshop as square pixels if the images are not a standard non square pixel frame size.

    Let AE match the par and you’ll be fine. try and second guess and everything will probably get fouled up. If you get really confused just open up a square pixel comp and start dropping footage into it. Anything that’s not properly interpreted will look squished.

  • Sam Moulton

    April 25, 2007 at 3:56 am in reply to: Rendering Throughput

    drive speed may make a difference in your render times. Check out the totalae benchmark that you should be able to fine with a google search. half of the project was processor intensive, the other half was write to drives intensive. I’d go for the fastest you can afford.

  • Sam Moulton

    April 19, 2007 at 6:04 pm in reply to: those wavy edges

    youre seeing fields

    make sure you separate fields then when you render, don’t put them back in

  • Sam Moulton

    April 18, 2007 at 10:42 pm in reply to: After Effects CS3 Plug-Ins?

    bet you are on an intel mac

  • Sam Moulton

    April 18, 2007 at 10:41 pm in reply to: broadcast type size’s

    forgot to mention that if you are outputting to interlaced video your small type must be an even number of pixels high or it will flicker terribly.

  • Sam Moulton

    April 18, 2007 at 10:39 pm in reply to: broadcast type size’s

    a pixel is a scan line in the comp window. The problem with type is that it isn’t always as tall as it says it is. What I mean that type would be created by the type designer in a box that defines the height and width of a character. There’s nothing in the type design rules that says that your type must fill the box on all sides. This means you can have 28 point type that is 28 points wide but only 10 points high. Most fonts are smaller than the box so if you are looking for 16 point or 16 pixel in AE terms high your actual characters may be only 10 or 12 pixels or scan lines high.

    what i’ve seen done, and i learned this from a class in AE, is to create a solid with the height of the required type and then adjust the point size of the type until it fits. If i’m trying to be really precise i’ll zoom the comp window into 800% and use font size to get close and then scale to make the majority of the type fit and line up with the scan lines precisely.

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