Forum Replies Created

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  • Stuart Paciej

    April 1, 2020 at 2:03 pm in reply to: Offset keyframes randomly

    Ancient post here but I just found it and wondered how you would make this behavior offset a loopOut expression?

    Adding it at the end just overrides the offset expression.

    maxOffset = 10; // frames
    seedRandom(index,true);
    offset = framesToTime(random(maxOffset));
    valueAtTime(time-offset);
    loopOut(“cycle”);

    Hope you see this, and thanks!

  • Thanks this solved it for me. I’m so done with Adobe. Can’t wait for Cavalry!

  • Stuart Paciej

    November 9, 2017 at 4:28 pm in reply to: Twixtor and motion vectors from 3D files advice?

    Thanks again,

    It looks like I’ll have to render the other frames. Its as you thought – they take a very very long time to render so a shortcut would have been sweet. Overly optimistic too perhaps.

  • Stuart Paciej

    November 9, 2017 at 12:02 pm in reply to: Twixtor and motion vectors from 3D files advice?

    Thanks for your response,
    I am using After Effects, with 16bit png’s coming out of Cinema 4D with Octane render. I am getting incorrect deformations and displacements, there are multiple objects parallaxing and in some cases the camera is pulling back so new edges are being added to the scene, however in a lot of cases twixtor is getting close.

    The documentation is certainly extensive, and therein lies the problem! If you know of a section that deals with motion vectors and 3D passes I would love to zero in on it.

  • Stuart Paciej

    November 8, 2017 at 12:38 pm in reply to: Rotoscope tracking workflow

    Create a new comp with your non-stabilised footage and paste the solid matte layer into it and delete the track and motion data.
    -or-
    Create a new comp with your non-stabilised footage and create a new solid layer and paste your keyframed mask data on to this.

    If you’re going to do a lot of roto it may be worth your while to take the time to learn Mocha, a version of which ships with after effects, its planar tracking software and has a lot of uses, one of which is rotoscoping.

    Also don’t try and draw masks for the entire object if parts of it move in different directions, like a human for example. Have separate masks for the head, torso, arms etc. If the move is particularly crazy then you may want to do masks for upper, lower arm and hands.

    Hope that helps

  • This solved the problem for me. I opened the project settings and changed frame rate to match output (for VR) and recached the mograph elements and Robert’s your mother’s brother it worked!

  • Back to answer the question for anyone else that might come across this:

    1.
    Extrude or loft your spline path, but change the cap from NGons to quadrangles.

    2.
    Tick regular grid and subdivide as you see fit

    3.
    If you used extrude, make editable and take the Cap 1 object you just created.
    If you used loft then it should just make a cap

    4.
    Select all polygons and do a tiny tiny extrude inwards, like -0.001 or something. Now right click and use the extrusion tool and drag your newly created polys up and you’ll have an extruded object with a subdivided cap

    5.
    When you did step 4 you should have created a polygon selection tag called C1. Drag your displacement material on to the object and apply it only to the C1 selection.

    6.
    Now add a displacement deformer and nest it under your object. Set the shading to the same channel as your material (e.g. I have my displacement image on the luminance channel) drag your texture tag that you applied in step 4 into the empty box under the displacer’s shading channel.

    Hey presto! Long winded I know.

  • Stuart Paciej

    February 3, 2015 at 3:56 pm in reply to: Sketch and Toon outlines – I’m going crazy here!

    Hi I’m having similarly annoying results with outlines being unpredictable. It may be best for me to start a new post but I’ll start here first if you don’t mind.

    I have a rigged character with S&T renderer. However the outline often breaks in places. I presume this is some kind of polygonal horizo where it doesn’t see a full edge perhaps?

    Any suggestions on how to get a guaranteed outline?

    Thanks

  • Stuart Paciej

    October 28, 2014 at 9:26 am in reply to: Random Hexadecimal with 6 characters

    Thank you Dan! I have another expression question for you but its completely unrelated so I’ll start a new topic.

  • Stuart Paciej

    July 3, 2014 at 12:19 pm in reply to: Make light cones not display in editor

    Hello Adam,

    I want to hide the cones too, and whilst unchecking ‘show visible light’ hides the cones for that light, I have cloned it to make stadium lights and then made instances of the clone for the 4 corners of the stadium…

    My scene is a mess! Any top tips on hiding all these additional cones?

    Thanks for your time.

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