Forum Replies Created

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  • Walter Soyka

    May 2, 2019 at 9:48 pm in reply to: Limiting color selections

    Here’s a related approach that gives you more intuitive control in the AEP:

    13317_colorpaletteselectormogrt.aep.zip

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • … but Premiere Pro does.

    Start here:
    https://helpx.adobe.com/premiere-pro/using/working-with-captions.html

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Walter Soyka

    May 2, 2019 at 1:21 pm in reply to: Strange artifacting when using C4D Renderer

    Perhaps the layers are Z-fighting — that is, positioned at the exact same point in depth? Try pushing one forwards or backwards in space.

    If not that, is the artifacting you’re seeing influenced by the Quality slider in Comp Settings > 3D Renderer > Options?

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Walter Soyka

    May 1, 2019 at 8:17 pm in reply to: Designing a movie poster in AE

    Pixel size = print size in inches * DPI

    If you are doing a 24″ x 36″ poster and printing at 300 DPI, that works out like this:
    24 inches * 300 dots/inch = 7,200 dots (pixels)
    36 inches * 300 dots/inch = 10,800 dots (pixels)

    So your comp size would be 7200×10800.

    (But presumably your printer will have bleed, so it might really be more like 24.5″ x 36.5″ * 300DPI = 7350×10950 px, plus some safety area inside.)

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Not likely. If you’ve already got your cache on an SSD — specially if it’s NVMe — then your previews are probably bottlenecking on the render itself, not reading or writing the cache.

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Walter Soyka

    May 1, 2019 at 6:14 pm in reply to: Photos in frames (lots!)

    If you build a precomp of all your photos, you can use the Sequence Layers keyframe assistant to lay them all out in time, with overlap and a dissolve:

    https://helpx.adobe.com/after-effects/using/selecting-arranging-layers.html#arrange_layers_in_time_sequentially

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Walter Soyka

    April 30, 2019 at 9:34 pm in reply to: Animation very choppy

    [Francesco Barese] “i thought about moving the object manually by the smallest possible increment and add a keyframe for each one of them.but that is way more trouble than it would be worth.not doable”

    You don’t need to do that manually. You can accomplish the same thing by spreading out your two keyframes on the timeline.

    If you set a keyframe at frame 0 for a position of 0, and a keyframe at frame 10 for a position of 100, Ae will “tween” the values — that is, figure out what it has to be at each position in between the keyframes. Each frame will show 10 pixels of movement. If you want to cut that down to 5 pixels of movement and keep the same positions, drag the second keyframe from frame 10 to frame 20.

    [Francesco Barese] “just out of curiosity.what exactly would happen if i increase the fps to 120 but render in 60?would it be slightly better?slightly worse?or would i be exactly back at square 1?”

    It will be no different. The thing that matters for smoothness here is “what is the visual difference between this frame and the one that came before it?”

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Walter Soyka

    April 30, 2019 at 8:47 pm in reply to: Animation very choppy

    You are correct to look at the difference between frames — the smaller the difference is between two adjacent frames, the smoother an animation will appear.

    You have two options to decrease the amount of movement per frame: 1) increase the framerate, and 2) decrease the speed of the animation (i.e., increase the amount of time between your two keyframes).

    Remember that frame rate is governed by your playback system. You can’t practically adjust the frame rate above 60fps on any common systems, and even then, your deliverable requirements maybe be lower. That means you’ll have to slow down the animation.

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Walter Soyka

    April 29, 2019 at 3:10 pm in reply to: tracking speed to control frame rate

    As I understand the challenge here, we have a tracked foreground element that moves in X only, and a constant, linear X move on a background that we need to match to the tracked foreground element.

    Since the background move is linear and constant, X movement and time are the same thing. We can use time-remapping as a proxy for X position, and a linear interpolation between the two extremes should stick to the track.

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

  • Walter Soyka

    April 26, 2019 at 10:19 am in reply to: tracking speed to control frame rate

    I think that if you can apply the tracking data to a null that goes from the start of the track to its finish, and you can identify the times in the clip that correspond to those positions, you should just be able to remap that X position data to the time-remapping duration linearly — no need to ever calculate the speed. Variation in the tracking speed will then be interpolated proportionally across the frame rate.

    So if we know the initial X position is -1000 and the final X position is 1000, and if we know those positions in the corresponding clip are at 2.0 seconds and end at 37.5 seconds, we could enable time-remapping for the layer and apply this expression:

    linear(XPOS, -1000, 1000, 2, 37.5);

    Just replace XPOS with a reference to the null’s X position.

    Walter Soyka
    Designer & Mad Scientist at Keen Live [link]
    Motion Graphics, Widescreen Events, Presentation Design, and Consulting
    @keenlive   |   RenderBreak [blog]   |   Profile [LinkedIn]

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