Forum Replies Created

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  • Steve Bentley

    March 30, 2018 at 9:47 pm in reply to: How to control a shape layer or a mask by sound

    What version of AE do you have? In 2017 and later you can access each point on a shape and tie its position to some other layer’s attribute like SoundKeys.
    If you have 2016 or before you will have to use a mask control script like Mask Avenger because points on a mask weren’t natively controlable back then.

  • Steve Bentley

    March 30, 2018 at 9:45 pm in reply to: duplicating compositions

    TrueComp Duplicator probably goes in the script folder which is a folder right beside your AE applicatoin (at the same heirarchy level).
    Then you acces it by either going to File/Scripts and choose it from the list there. or you go to the Windows menu and it will be an item in there. Once run you might be able to Dock it to your interface.
    There should be installation and usage docs in the download, no?

  • Steve Bentley

    March 30, 2018 at 9:41 pm in reply to: Wiggle effect synced with music

    You can also use the TrapCode plug in Sound Keys that splits the music into frequency channels of your choosing and then link the wiggle magnatude parameter to the output of Soundkeys.

    As for altering the wiggle – its pretty simple – just apply an expression to your attribute you want to wiggle and add a wiggle expression (either from the expression list or type:
    wiggle(put a number here for how many times a second you want to wiggle, pick whip the attribute of the sound keyframes to determine the intensity/magnitude of the wiggle);

    So it would end up looking like:
    wiggle(10,thisComp.layer(“yourSoundLayer”).intensityattribute);

  • Steve Bentley

    March 29, 2018 at 9:57 pm in reply to: Graph Editor issue

    Good point K, but still Iarissa should be able to edit them, the only time you run into issues trying to edit different nodes is when their are linked like th X and Y of position before they have been split into discreet channels.
    I didn’t really understand the image supplied ( of the footage, not the graph editor), so I’m not sure what exactly is happeneing there or what the problem is.
    We have exprienced unselected channels showing up in 2018 hence the purge suggestion which fixed it on our end.

  • Steve Bentley

    March 29, 2018 at 8:24 pm in reply to: Ease out camera wiggle

    You can put a slider on a layer that has nothing to do with the layer you want to affect. Then just pick whip the slider from your wiggle expression on the other layer.

  • If its 2018, it might be the Purge thing. I find most of the issues are to do with the memory management (but it’s adobe so what else is new).
    Unless the image is tied to the comp size with an expression it it shouldn’t do that.
    Some effects have relative attributes that will reorient when the comp changes but just an image shouldn’t.

  • Steve Bentley

    March 29, 2018 at 8:12 pm in reply to: How to create shadow + refection in single plane ?

    You can put a texture on a light to “project” the image on a surface – the texture goes in the transparency channel.
    You can also render with GI and that will take the “light” from the texture and project that on the floor.

  • Steve Bentley

    March 29, 2018 at 8:10 pm in reply to: How to model this curve leaf model

    You can also put “flat” geometry in a cloth object and it will “thicken” it up so it doesn’t disappear when on edge.

  • Steve Bentley

    March 29, 2018 at 8:09 pm in reply to: Why Do Some TParticles Pass Through a Deflector?

    You can also try running the whole project at a higher frame rate (simply change the FPS in the render dialogue). Then in your compositor just skip frame or time warp (without interpolation) to bring the frame count back down.
    The issue with particles passing through is that on any one discreet frame, they might not quite touch the barrier, then one frame later they are beyond the barrier so technically there is no interaction.
    As Jim suggested ramping up the samples usually does the trick (and sometime you have to go really high depending on the speed of the particles)

    You could also add a TPposition node in there that says if the particles are beyond a certain distance, just kill them. In essence this is what the barrier is doing but that is more of a yes/no kind of test. With a position node you can use a greater than test.

    You could also use a stunt double for your barrier (or use multiple barriers) that are invisible. Sometime an object just doesn’t have enough geometry to catch all the intersecting particles along a curve. So you can rez up a duplicate of your geometry and hide it and it becomes the barrier.

  • Within C4D, depending on your version you can use ThinkingParticles to do all this. You have much more control than Particular and its true 3D. You can also get an after market plug in of XParticles for C4D. In my opinion XP has been better implemented, but it really depends how you want to make them dance.

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