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  • Steve Bentley

    August 2, 2017 at 7:43 am in reply to: falling objects

    Ok good. Coins it is.

    Newton could do this – sort of – Each coin would need to be a different layer so you would first have to try a few numbers of layers to see how it filled the vessel. The problem is that newton doesn’t know what the third dimension is doing, so the coins would all fall flat (or on the “fake” 3D angle your art gave them) and I don’t think that would look very realistic because they wouldn’t tumble. I also don’t think Netwon would do a z axis rotation very well in this case – I think it would only know about bounces but wouldn’t take into account any rotation that should be imparted even if it is only on the z axis, I could be wrong on this.

    Add to that the tendency all 3D sims have when you pour a set of particles into a vessel – they tend to shoot up and out at a much higher rate of speed than they should – kind of a sling shot effect as they round the bottom of the container and pick up speed through angular momentum. I really don’t know what it is about the math that causes this. You really have to ramp up your friction (and usually animate it) to overcome this and spend hours scratching your head on settings). Even mind bendingly complex sims like Next Limit’s Real Flow do this. And one of newtons examples on their site shows this exact problem (or effect, if that’s what you are looking for.)

    You are going to run into this lack of 3D issue with every particle emitter that I know of for AE because AE is a 2.5D package, simulating the 3D environment. If you want real looking coins that can jam a penny jar then you need a 3D package that has collision detection for their particle system.
    Stardust and Particular are the two biggies in particle emission for AE and both are 3D simulators and don’t know anything about a particle’s 3D volume so again no tumble. The coins would fall like they are trapped between two sheets of glass, one coin width thick.
    I tried thinking of a way for Element 3D to team up with one of the above – I think its doable with a boat load of scripts but I would take longer to get it to work and set up than it would to call a friend with C4D who could literally do it in an hour (plus rendering).

    Finally, coins are all about reflections, and you won’t get any changing reflections because again they aren’t tumbling so the same face is always facing camera. And one step further, coins reflecting coins would be right out.

    Doing this in a 3D package like Cinema 3D is pretty simple (3DSmax too, Maya can do it but it’s a deeper more complex engine to master, so simple for the software but harder for the operator) Some 3D compositors might be able to also like Nuke or Shake (with third party plug ins). I can’t speak for Blender though.

  • Steve Bentley

    August 1, 2017 at 12:00 pm in reply to: Donut roll inward

    Still don’t have the big picture yet but what about this. Make two objects: one of the start shape and one of the end. if they are derived from the same base object and have the same number of vertexes you can put them both in a cloner and then blend between the two shapes. Its not like a dissolve – the geometry actualy warps and morphs. You have full control over how and when the change happens and you can add other random effectors to get more variances. This lets you get the start and end shape perfect without worrying about multiple deformers shredding things.

  • Steve Bentley

    August 1, 2017 at 11:06 am in reply to: How to achieve this style in Photoshop?

    Thats pretty straight forward assuming the line art you have is what you are sourcing on the internet (remember not everything is free to use, content creators don’t do it for the good of their health).
    Simply mask each area that is going to get a different color and then place a layer over the line art with that mask on it color it the tint you want. Then use a blend or transfer function of either color or multiply and the color layer will step on the line art but only where the black isn’t. Often the color will mute and you have to goose it a little from your original color choice. You can also paint the color in using the same blend layers for the brush but then you can’t change anything later.

    If on the other hand you are looking for an effect to convert images to a line art style, that’s kind of the holy grail of artsy effects and it’s hard to get right and every image gives you a differnt look even with the same filter. You can sometimes get there with edge detection and some of the art effects built into pshop.

  • Thats not letting me open that file – I’m on a PC and it’s saying it won’t open because it was created on a Mac. I haven’t swapped platforms in a while, I thought I could open mac versions. What rev are you running?

  • trash your prefs and restart AE? Sounds like somethings corrupt. I just wanted to be sure I understood what you wanted to do.

  • Steve Bentley

    August 1, 2017 at 10:32 am in reply to: falling objects

    It depends on what the objects are and how accurate the collision detection has to be. A particle system is going to be the least effort.

  • Steve Bentley

    August 1, 2017 at 10:30 am in reply to: Donut roll inward

    Oh is the start shape a donut? Whats the end shape then?

  • like this?
    11558_inthepink.zip

  • Let me see if Ive got you.
    If you precomp your text layer then anything you do to that text layer will ripple through the rest of what I’m going to describe.
    In the main comp you will have your white text layer on your footage then above that have an adjustment layer with an invert effect. use a mask on the adjustment layer to control where the hard line is betwen color and pink footage (you can also use this same mask to reveal the color vs the pink overlay video).
    Then pass the adjustment layer through a track matte of your prenested text layer. This way the invert effect only hits the area cropped by the linear mask on the adjustment layer AND by the text area.
    Then you can change your video sources or your text and thats all you need to change – no matter where the text is the effect will hold.
    That should do it.

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