Forum Replies Created

  • Stephen Mendenhall

    May 13, 2015 at 6:48 pm in reply to: Reverse camera and null designation

    PERFECT!

    Thank you so much!!

  • What is the duration of your time remapped comp?
    If it is shorter than the comp it is nested in, you can have some problems.

    For projects like those, it typically works best when all nested comps are the same duration and have the same in point. This has saved me when working with problems just like the one you’re describing.

  • Stephen Mendenhall

    May 13, 2015 at 6:06 pm in reply to: Reverse camera and null designation

    Thanks for your quick response!

    Maybe I should have started with a little more detail. I apologize. In fact, after describing the needs of the project, you may have an entirely different and better approach.

    -I have a certain animation (image sequence) rendered out from C4D. The camera and null honor an object in that sequence.
    -The null is intended as a placeholder for text that will appear/animate around the object.
    -This entire composition (which is 96fps) will be nested into another composition (set at 24fps). The reason for the frame rate difference is because I want to be able to time remap the sequence animation as needed without needing to blend frames.
    -I want the null/text place holder to be a parent for an identical null within the 24fps comp. That way (the thought being) when I time remap the nested comp, the null in the new comp will honor the time remap. That way the text animation itself won’t be time remapped. Just the relative position/rotation.
    -In the past, I would just control all of the time ramping within C4D, but this project requires a little more fluidity, and I would like to control it in AE.

    I hope this all made sense 🙂
    Thanks.

  • Stephen Mendenhall

    May 13, 2015 at 5:17 pm in reply to: Reverse camera and null designation

    Thank you so much for your help with this!
    The rotation now works great, but the timing is a little off. The null starts late and finishes early. Would it be helpful if I provided the AE file?
    8832_testanimation.aep.zip
    Thanks again!

  • Stephen Mendenhall

    May 13, 2015 at 2:52 pm in reply to: Reverse camera and null designation

    This is great. I thought it might use the toWorld expression.
    What would be the best way to invert this? It works, but just rotating in the wrong direction.

  • Stephen Mendenhall

    May 12, 2015 at 6:21 pm in reply to: squares randomly flashing in grid

    The fractal noise/mosaic approach is tried and true. I usually go that route.

    Recently I had a project that needed a little more control, and the Rift script saved me.

  • Perfect!
    I suspected it was something relatively simple. Man I need to get better at expressions.
    Thank you!

  • Thanks for your quick response David.

    My slider has three key values: 0,45,90 (chosen because of corresponding angles when rotating an object that is controlled by the same slider).

    When the slider is at “0”, I want layer A to be 100% opacity and layers B and C at 30% opacity.
    When the slider is at “45”, I want layer A to drop to 30% opacity and Layer B to raise to 100% opacity.
    When the slider is at “90”, I want layer B to return to 30% opacity and layer C to raise to 100% opacity.

  • Go to view>view options

    Try turning it on from there. Let me know if this works out for you.

  • HI Ben ,
    Yes the previous comment about doing a second render, giving your object a pure luminance material and everything else a material with everything turned off is a very reliable way to create an object buffer with no issues.

    This would solve your problem of seeing green in the reflections. If however you like the workflow of keying out green, you could use the “exclusion” feature in the compositing tag.

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