Sam Moulton
Forum Replies Created
-
try changing your time display to frames. This should solve the finding the exact keyframe problem as long as the footage frame rate matches the comp.
-
I can’t believe the outrage when the demo hasn’t been tried yet and nobody that’s complaining has actually used the program. I’m looking forward to the MGLA meeting tonight. I’m in town and am drooling at the mouth.
https://www.mgla.org/nextmeeting.html
i’ll wait for the demo – next week as promised by mr Kilisky – before I make a decision. Anything that saves me time and money is worth the price.
-
Thought that would come in as a link..
trying again
-
I found this tutorial here and there’s more of an explanation. It appears to be the same effect only it was created a long time ago. When I opened the project file it said it must be converted from AE 4.1, which was long before I started using it.
-
there was a thread a while ago about a script that would attach verticies to tracking points. I tried it and it works quite well. You might try that + stroke. heres the thread..
https://forums.creativecow.net/cgi-bin/new_read_post.cgi?forumid=2&postid=866624
-
I just looked at the question again and Ricards’s solution. If you want to drive the little wheel by the big wheel rotation instead of a null you can just change the rotation expression to use the opposite of the rotation of the big wheel. That looks like this:
scaleCorrection = thisComp.layer(“LargeWheel”).scale[0]/100;
ratio = thisComp.layer(“LargeWheel”).width * scaleCorrection / width;
nTurns = thisComp.layer(“LargeWheel”).rotation;
r = – nTurns * ratioThen you could use the null for Position for both the wheels and then you would not have to nest the comp.
the only thing that will foul up solving the problem this way is animating the scale at the same time that the layers are rotating.
-
I just looked at the question again and Ricards’s solution. If you want to drive the little wheel by the big wheel rotation instead of a null you can just change the rotation expression to use the opposite of the rotation of the big wheel. That looks like this:
scaleCorrection = thisComp.layer(“LargeWheel”).scale[0]/100;
ratio = thisComp.layer(“LargeWheel”).width * scaleCorrection / width;
nTurns = thisComp.layer(“LargeWheel”).rotation;
r = – nTurns * ratioThen you could use the null for Position for both the wheels and then you would not have to nest the comp.
the only thing that will foul up solving the problem this way is animating the scale at the same time that the layers are rotating.
-
I had a similar project recently for my client that build transmissions for robotic systems. I don’t know much about trig but simple algebra might work…
you can get the position of the SmallWheel adding the radius of the LargeWheel to the radius of the SmallWheel. The radius of the large wheel must be corrected for scale. The expression looks like this –
offset = thisComp.layer(“LargeWheel”).width/2 * thisComp.layer(“LargeWheel”).scale[0]/100 + width/2;
[value[0] + offset, value[1]]Now you can add a null to the project named Rotate and use parenting so that rotating the null will move the small wheel around the large one.
to make the SmallWheel roll around the edge of the large wheel divide the diameter of the large wheel by the small wheel after correcting the diameter of the large wheel for scale to get the gear ratio between the wheels. The rotation of the null is then multiplied by the ratio of the two wheels. I don’t remember enough trig to approach the problem from the same direction that Riccardo did, but simple ratios work for meshing gears and they work fine here too
scaleCorrection = thisComp.layer(“LargeWheel”).scale[0]/100;
ratio = thisComp.layer(“LargeWheel”).width * scaleCorrection / width;
nTurns = thisComp.layer(“Rotate”).rotation;
r = nTurns * ratiothis will work perfectly as long as all the layers are at the default position and everything is square pixels including the comp. to change position of the wheels just nest the comp in another one.
If you get lost I can e-mail you a comp…
gee, this is fun…
-
I had a similar project recently for my client that build transmissions for robotic systems. I don’t know much about trig but simple algebra might work…
you can get the position of the SmallWheel adding the radius of the LargeWheel to the radius of the SmallWheel. The radius of the large wheel must be corrected for scale. The expression looks like this –
offset = thisComp.layer(“LargeWheel”).width/2 * thisComp.layer(“LargeWheel”).scale[0]/100 + width/2;
[value[0] + offset, value[1]]Now you can add a null to the project named Rotate and use parenting so that rotating the null will move the small wheel around the large one.
to make the SmallWheel roll around the edge of the large wheel divide the diameter of the large wheel by the small wheel after correcting the diameter of the large wheel for scale to get the gear ratio between the wheels. The rotation of the null is then multiplied by the ratio of the two wheels. I don’t remember enough trig to approach the problem from the same direction that Riccardo did, but simple ratios work for meshing gears and they work fine here too
scaleCorrection = thisComp.layer(“LargeWheel”).scale[0]/100;
ratio = thisComp.layer(“LargeWheel”).width * scaleCorrection / width;
nTurns = thisComp.layer(“Rotate”).rotation;
r = nTurns * ratiothis will work perfectly as long as all the layers are at the default position and everything is square pixels including the comp. to change position of the wheels just nest the comp in another one.
If you get lost I can e-mail you a comp…
gee, this is fun…
-
You might try registering it, then wait a few days and download the certificate of distruction and apply for the platform change. There’s nothing on the certificate (i hve one here) that indicates you need a receipt. when i did mine i just faxed in the certificate which included registration info and your adobe id, and then called customer service and gave them a credit card # for the shipping…