Forum Replies Created
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for selection you just need to drag over wave form , it snaps to markers , then you can remove , crop, export from range etc
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sorry , I asked it before and I got my answer, just had the same problem after 5 mounts , and I didnt see the whole tread , it’s just a bit different with solids because of anchor point.
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hello again
I have this issue with other layers too, since you parent any layer including lights, solids and others to another one it changes the position , but I need the unchanged value , for example when I want to use “length” expression in order to get a proper value for my camera focus I need two points to be in the same axis system , [0,0,0].
but it seems layer.toWorld([0,0,0]) expression doesnt return that value !
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Shahed Naderi
November 6, 2015 at 10:10 pm in reply to: finding the exact position of parented camerathanks for the code, but I also need to link back the point of interest to another null , but since the camera is parented, the new values are not useful , … I just find the answer right now! I can parent it to the null which my camera is parented to and then get the values! , but how about to translate the point of interest of my camera to world values ?
is it a different form of using the code ? -
hello there again
thanks for answer, a while back I used these and I made the idea I had but it didnt give me the effect I was trying to achive,
the thing I want to do is ,to make some highlights using “CC Light Sweep” and put it on top of a layer, then I want that highlight which is kinda stright line along surface react to camera movement in a proper way. I had in mind that I can tie center point of “CClight sweep” to camera movement somehow, but how ? that’s the question.thank you for respond
shahed
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Thanks dan , it solved the problem ,now i can extend duration of motion, but how it would be if you want to control it with slider that shows percentage of the path , that way you can manipulate the speed of motion
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I think it’s real footage , look like inks in water , lighted in studio , good footages in end too, smoke on the water and … , nice music
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yeah !! it works ! thank you Dan
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thank you , I just saw them now , never needed them 🙂 I know cross gives you a vector which is perpendicular to those vector you crossed. but I just have a regular plane and a camera , I know where is my camera and from that point to another point on the surface of the plane , there is just a vector. but I need to have another vector for the plane , which is its normal. so I can dot them . that way I have a number which is related to distant and angel of view.
so I need to know how I can have normal for planes .
any help on that ? -
thank you Xavier, that’s helpful , what about a normal of a plane ?
and what about multiplying those two vector in a way that you have a number, V1.V2 ? I dont know the name of math operator