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How do I add a 3D wiggle expression to a seamless loop expression in After Effects?

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I am using this xyz wiggle expression for several layer (each layer having slightly different integers to have different movement.

 

 

a =wiggle(0.2,150);

b =wiggle(0.15,160);

c = wiggle(0.2,500);

[a[0],b[1],c[2]]

 

But I want to make it a seamless loop. I found another expression that does this, but it is not in 3d space.

 

freq = 1;
amp = 110;
loopTime = 3;
//this will be changed to 6 seconds
t = time % loopTime;
wiggle1 = wiggle(freq, amp, 1, 0.5, t);
wiggle2 = wiggle(freq, amp, 1, 0.5, t - loopTime);
linear(t, 0, loopTime, wiggle1, wiggle2)

 

How can I merge the expression?


Offset Color Control keyframes across multiple layers

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I've got an array of layers with a tint effect, the parameters of which are linked via an expression to a Color Control knob on an adjustment layer in the same comp. I'd like the different layers to respond to the keyframes on the Color Control with offset timing.

 

So when I change a color on the adjustment layer, I'd like all the linked layers to respond at different times (+/- 5 frames or so).

 

Any thoughts on how to achieve this?

 

Thanks!

Displaying file path as text

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I've borrowed Dan Ebberts's clip name expression which works great, of course,

 

http://www.motionscript.com/design-guide/source-name.html

 

however, I'm looking to add some more information to the clip, namely the file path (directory) including the drive name, and the date modified or created.  Can AE access this information?  If so, how?

 

Thanks for your help!

 

Cheers,

Ari

Repeaters: a=1; a++; Only repeat a++; !!

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I'm trying to make the repeater's distance increase by 1 each time.

 

Therefore I need my declaration of 'a' to be outside the bit that gets repeated.

 

How do I do this?

puppet pins moving in opposite directions

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Hello,

I'm new to AE.  I want to create a controller for two puppet pins.  One pin that follows the controller, and the other that follows the y position of the controller but moves in the opposite direction of the x position.  I used the Duik plugin to create bones for the puppet pins and linked their position expressions to a null (controller).  I can get the pins to follow the y position, and the one pin to follow the x.  How do I get the other x pin to move away (in the opposite direction) of the null.  When I try putting a negative, the pin shoots off the screen.

Thanks for your help!

Noob Question: Move a layer in the opposite direction of a different animated layer

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So say that I have an icon that I animate on the Y-axis +40px, but instead of trying to hand key the other layer each time, is there an expression I can write to have the other layer move in the opposite Y direction the same amount of units (ex: -40px)?

 

Thanks!

Problem with wiggle expression

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Hi,

 

I have an annoying problem a wiggle expression apply to rectangle path size of a shape layer.

 

[100,100]+[0,Math.abs(wiggle(5,thisComp.layer("Shape Layer 1").effect("Slider Control")(1))[0])];

 

When I set the slider at 0 the rectangle path size return [100,200] instead of [100,100].

 

Thanks for your help.

 

Candos

Expression Query (adding an additional expression)

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Hey there

 

I shall try to explain this as best as possible and please refer to the images or links if the images fail to embed.

 

the following code http://d.pr/i/keMI allows, on a certain dgree of rotation to rotate a NULL which in then lifts the Skirt as the knee rotates towards it.

 

The issue im having is the one code you can see works fine with the right leg, but when im adding code for the other leg, it seems only to affect either or and not both..

 

I think im missing some vital CODE link between the seperate scripts but Im afraid im just not that adept at coding.. yet :/

 

------------------------------------------------------------------------------

 

Both scripts work fine, tried and tested with the other leg on the backside of the skirt and therefore other NULLS for it to consider.

 

I just need both knees NULLS to lift the front of the skirt when the rotation reaches a certain degree..

 

I hope that makes sense. here are the images of the skirt to help clarify.. i hope

 

Right knee working http://d.pr/i/bu2s

Left knee NOT http://d.pr/i/z7E9

 

CODE ATTEMPTED: http://d.pr/i/dXxP

 

Thanks you in advance!! xxx

 

 

 

 

 

 

 

http://d.pr/i/e4CEhttp://d.pr/i/bu2s

Images of the knee coming past the skirt layer..

http://d.pr/i/bu2s

http://d.pr/i/mMDN

 

Code I want to add too..

http://d.pr/i/keMI

 

Attempted code..

http://d.pr/i/dXxP


I want to rotate objects around a Null, but have them stay upright...

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I have 3 object parented to a null, and I want to rotate the null to have the objects in orbit around it, but I want the objects to stay upright... would this be done with an expression?

wiggle expression with stepped (not smooth) interpolation?

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hi

 

not sure if it's even a wiggle expression I'm after,

 

but I'm wondering how to go about getting a series of random values that an object or parameter will jump to (rather than smoothly transition to, as in the basic wiggle expression).

 

thanks

 

ML

Is there a way of grabbing the name of a shape layer without referring to it specifically?

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similar to 'thisLayer.name', is there a way of being able to grab the name of a shape layer without referring to it specifically?

 

I'm wanting something like 'thisShape.name' rather than having to define it as content("this shape name")

 

Any help with this would be greatly appreciated!

 

thanks

expression request

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I've been askjing around to find out how a particular effect that I seen on numerous music video was created.  No one could give me definitive answer,  I even suggested maybe it was done by editing in Premiere, which others agreed is a strong possibility.  However to hold this effect for a long period of time or to try different layer stacking  would be very tedious in an editing program.

 

The effect here  http://youtu.be/T6j4f8cHBIM   at 0:50       or        http://www.vevo.com/watch/nicki-minaj/stupid-hoe-explicit/USCMV1100087

 

I was given a wiggle expression        wiggle(1,50) < 50 ? 0 : 100         that makes a layer's opacity either 0 or 100 if the wiggle value is above or below a defined number,  but the result of this is random. 

 

I've never written my own expression and I've discovered even trying to verbalize the desired action and result takes very presice language, so here's my attempt.

 

I would like to control a layer's ocacity by having it alternate, in sequential order, through a complete cycle of assigned values x times per second.

 

ie.

Layer A opacity values = 0, 25,50,100  played in sequecial order at x frequency

 

I would like to use this expression to have layers that are stacked visable as follows:

(The start time of each layer is the same and the frequency rate in the expression the same).

 

Layer A opacity values = 100, 0, 0

Layer B opacity values = 0, 100, 0

Layer C opacity values = 0, 0, 100

 

With the expression applied to each layer, the visual result in the Comp window would be seeing Layer A,B,C in that order x times per second.   By having the expression reference a sequence of numbers I can choose to have 3 or 20 layers be totally, partially or invisible in a predictable/rhythmic way.

 

Thanks in Advance

Writing expressions for child layer

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AE Production Suite CS6, HP z820, Win 7

 

I used the puppet mesh to create 4 points on a mermaid tail and then two more at either fin tip. each pin is tied to a null layer

 

 

n=thisComp.layer("Fin L Tip")

nullpos=n.toComp(n.anchorPoint);

fromComp(nullpos);

 

 

 

and then I parented the layers from the tips to the center of the tail. I want to animate a tail wag. all tied to a single slider.

 

Each of the lower 4 pins is controlled with this expression picwhipped to "rotation":

 

thisComp.layer("Controls").effect("Tail Wag")("Slider")

 

and seems to work fine.

 

But the tips of the tail I want to have go in the opposite direction of the general tail wag using the position fields. When  tried this expression:

 

PosX=transform.position[0]-thisComp.layer("Controls").effect("Tail Wag")("Slider")*1.2;

PosY=transform.position[1]-thisComp.layer("Controls").effect("Tail Wag")("Slider")*-.2;

[PosX,PosY];

 

it worked as long as all the other expressions were turned off. But when they are turned on, the tail simply follows the general "wag" and does not respond to the espression.

 

What I'd like the tips of the fins to do, is follow the general movement of the tail but allow me to add movement as well.

 

 

 

jeff

Delaying Expression

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Hi,

I wanted to delay the scaling that is driven by an expression over a control slider. As in a tutorial video i put -10 at the end of the expression, but i don’t yet get the wanted timing delay of 10 frames.

How is it done right to delay the layer by 10 frames ?

 

I tried these and some more :

http://files.2he.com/uploads2/2014_02_14_12_17_54.jpg

http://files.2he.com/uploads2/2014_02_14_12_22_53.jpg

 

Tutorial:

http://files.2he.com/uploads2/2014_02_14_12_25_37.jpg

 

Regards,

Frank

Expression to create even distances

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Hi,

i want to add a control value (220) to the x-pos of my layer.

i want to define the x-positions of my layers automatically.

My master layer, containing the initioal x-pos, has its x-pos at 320.

Now for the next layers, with an expression, i each want to use the x-pos of the preceeding layer + add a control value of 220. So they distribute in x-pos by 220 distance between each other.

How is this to be done ?

 

http://files.2he.com/uploads2/2014_02_14_12_56_08.jpg

 

Regards,

Frank


Help with time expression!

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Hi everyone, I need some help with the time expression.

Im working with video copilot´s plugin element 3d and i've made a spere shaped thing with particles which im going to sync to music. The problem is that when i make the simple expression "time*321" on the noise evolution value to make the sphere move organicly throughout the whole video it only does so for about two minutes then it just stops changing even though the value changes. The pictures might help you understand.

Pictures: http://puu.sh/adNNB/e8de72a1e8.jpg, http://puu.sh/adNQJ/4fe8d4fe94.jpg, http://puu.sh/adNRx/8ecff2b2ca.jpg

 

Then there is another problem which is that the sphere evolves alot faster with the time set to 321 compared to when i have it on 30.

 

I hope you can help me and im sorry for my bad english just tell me if there is something you dont understand.

Trapcode Particular sprite layer changing after emitting

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Hello,

 

I've linked the sprite layer of Trapcode Particular to a comp, and I was planning on putting some expression on a layer there that emits a random number (between a fixed set), so I can place all my different footage files with a simple expression on opacity (if random number generated == index then opacity 100, else 0).

 

There are a few problems on this. One, the way I'm making it, the seed randomizes based on day/month and holds the number for 3 seconds (which is the max life of each particle). But the output shows just a random layer selected every day, and repeated through the video, instead of it changing every 3 seconds.

 

The other problem is that sometimes particles overlap, as in, one gets emitted while other one was still there. Even if I am able to fix the first problem I've just mentioned, that means both particles (the one almost dying, and the one just getting emmited) would use the very same footage file, generating some bad flickering on the old particle instantly switching from one footage file to other.

 

I'm really stuck on this! Perhaps there's a way of randomizing after a single emit has been made.

 

Let me know if you have any ideas or even tips to do something like this.

 

Thank you,

 

-----

Juan

Random motion from a certain position to random position

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Hello, i saw lot of random motion expressions but they were looped, and starting, finishing positions were random, I need help with making an expression that will allow me to make a certain starting position and then make random ending position without looping

 

 

for example: from (600,600) to (X,X)with limit 120%, so the layers will go out of composition and will not come back

 

 

I wanted to make it for one animation, where one robot shots the other, and from him will explode many parts to random positions.

 

 

Can someone help me to make this expression please?

 

 

Thank you very much

Using sourcetext from another layer as an array - blowing up expression

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Hey all, I am doing something that I assumed would be a quick and easy, and it is turning into quite a headache.

Here is what I am trying... (The following works btw)

 

stuff = thisComp.layer("textSource").text.sourceText;

stuff[2]

 

The problem is that if I try an index higher than 3, the expression blows up. The error is somewhat odd too...

property or method named '4' in Class 'TextProperty' is missing or does not exist. It may have been renamed, moved, deleted...

The source layer has not gone anywhere. The only thing that changes was the index.

 

I want to break down the sourceText into individual letters to feed something else and this was how I was going to go about it as I don't think the you can 'split' into letters. I figured I could get the length of the string and then scoop out each letter. Not so much eh'?

 

Update...

Tried it with split, and this also breaks it. What's odd is it seems to work for just a moment, so the script takes the index, displays the letter, waits a second, then freaks out. It does the work/breaking thing as long as the string has contains enough characters, as where a request for something that is not there immediately breaks it (which we would expect)

 

stuff = thisComp.layer("This").text.sourceText.split("");

stuff[15]

Linking a layers start frame to a keyframe or marker

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Hi guys!

 

I have a PNG sequence in my timeline, depicting a robot walking in from the right side of the screen, "pushing" the current footage away with his hand as he enters. The animation setup for this was no hazzle. But I need to make a few duplicate comps of this with different robot-entry timing.

 

The "slide" of the footage is set up with 2 position keyframes, from a simple expression linked to a point controller.

 

x = value[0]; // It's a simple slide, so I just need this one value to be editable.

y = 1080;

[ x , y ]

 

I have several alpha mattes and adjustment layers that needs the same slide timing, so I figured a controller would make everything easier. The robot sequence is synced to the footage slide by hand.


Now, is there a way to link the timing of my PNG sequence to the first position keyframe of the footage slide controller? OR perhaps a marker?


Dream scenario: If I choose to time the robo entry differently (e.g. delay it 1 second), I just move the two keyframes from my controller 1 second to the right, and the robo layer will move in my timeline accordingly, so that the "push vs slide" still matches up perfectly. I know I could just select the two keyframes, and all the layers, alpha mattes, adjustments accordingly by hand to match it all up. But for the sake of simplicity and fast versioning, I would prefer the expression route, if doable



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