Hi, is it possible to trigger a sound in the project folder using expressions?
eg:
PlaySound('ding.wav');
Thanks
Hi, is it possible to trigger a sound in the project folder using expressions?
eg:
PlaySound('ding.wav');
Thanks
Now that "copy with relative property links" is available, in what case would you find using just "copy with property links" beneficial. Wouldn't the relative copy work just the same in all cases?
Hallo AE-Freunde,
Ich wollte nur ein "schnelles" script finden um die Rotation einer Ebene (ein Pfeil z.B.) an die Bewegung (Position des Ankerpunktes) einer anderen Ebene automatisch anzupassen.
Die zu verfolgende Ebene ist allerdings zu dem einem Nullobjekt untergeordnet, was für die Expression sicher relevant sein dürfte.
Ich dachte das wäre simpel und habe jetzt alles mögliche durchforstet, aber nichts adäquates gefunden.
Wie gesagt, kann ich mir vorstellen, das es eines der ältesten und simpelsten Fragen sein dürfte,
aber nach 2 Stunden Recherche, keinen Erfolg gehabt und zum selber scripten reicht bei mir leider noch nicht.
Viele Grüße an da Draussen D Vielleicht kann mir jemand helfen?
Hey all,
Got 2 keyframes on the Trim Paths 1 (End) of a Shape layer 1
The first keyframe has a value of 0
Now I want to be able to control the second keyframe with a slider control on Null. So when the slider value is 50, the keyframe value is 50.
Thanks in advance.
Hi,
I want to submit what looks like a bug to me, publishing it here might help other who encounter the same issue.
If you have a very long composition in which you apply a time expression expression (scripting), depending on what is inside your expression, After Effects might try to fill the memory until you can't do anything and have to restart AE .
I have to precise my expression is quite weird but not very long to compute.
Antoine.
"Scale" "Position" "Side"
And put each one, within of a copy of this code:
thisComp.effect(!!!STRING HERE!!!)("Layer").name;
And after that, three variables, each one, receive a complete code.
var a; var b; var c;
The result would be this:
var a = thisComp.effect("Scale")("Layer").name; var b = thisComp.effect("Position")("Layer").name; var c = thisComp.effect("Side")("Layer").name;
I try made like this:
But no have experience with functions and For Loops.
And no know if this is the correct way of do it.
I need to do this because my code is becoming too long for many repetitions.
I think for that, will need to use for loop, and function.
Thanks.
I know I can point an expression to a particular layer in a particular comp to get a value, eg. comp("OpeningTitle01").layer("TITLENAME").text.sourceText will get the value from the layer TITLENAME in the comp OpeningTitle01, but I want to make multiple comps (so I can add them all to the render queue at once) where each will change the value of the underlying comp. Can this be done? The comp where I will use the expression is nested about 5 levels below the top level, and I want to put the value in a layer in each of the new comps. Any help is appreciated- thanks guys!
Hey guys, I've got a thorny problem here. I've got lines of text being "typed" on the screen one character at a time. I'm currently animating the text using the "start" parameter of the "range selector" attached to the opacity of the text, but I'm open to better ideas. I also have a typewriter keyboard where each key is an image sequence with two frames, a "pressed" and an "unpressed" state.
What I'd like to do is apply an expression to each key, so that it displays the "pressed" state when that letter is being typed on.
Anyone have any brilliant ideas about how to execute this? Thanks so much!
Cheers,
Ari
In expressions, how do you get a list of all layers in a comp? The following doesn't work and errors with "property or method named 'layers' in Class 'Comp' is missing or does not exist":
allLayers = thisComp.layers;
My title is probably not very accurate, because I'm not really sure how to ask this...
I have 'particleFactory' composition in which I have bunch of particular layers that simulate the fire effect element. In another composition I have many duplicates of 'particleFactory' that kind of create the full fire effect. I also have a null object in there that is driving the xy position of the particles - a standard linking with pickwhip through comps (particular xy pos > null xy pos). The reason of linking particular xy emitter to null object xy is because I want to drive many 'particleFactory' elements with one null, and I want particles to interact with their internal physics systems (I don't want to just move the whole layer).
This works nicely, but the problem begins when I start to animate the null object. All of those duplicates of 'particleFactory' are offsetted by +- 50 frames, so every element would look kind of different from other duplicates. The problem is that every duplicate of 'particleFactory' is also offsetting the null object keyframes with itself - because of the layer delay that I mentioned. So the whole animation doesn't look accurate. Is there a way to prevent this? To somehow say to particular xy position property to look just the keyframes, and not the layer offset?
thanks
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?
This might seem like a simple question however I have been attempting this for a while now with limited success. Basically, I have an expression where the flare 2 position is parented by a separate null layer (flare 2 null). However I would like to offset the x and y position from the null. I added "-550" at the end which moves the x cordinate down -550. However, when I do -550,-200 (or any other value) after effects gives me an error. I have tried putting the numbers in brackets like this [-550,-200] etc. If I could get some help it would be much appreciated!
Hey,
I've got a car (.ai file - could be png or whatever) and a shape layer producing a dotted line along a path. This same path has been copied into the position data of the car and both move over the map seamlessly with the dotted line following where the car has just been.
My problem comes from trying to sync this journey with VO - currently ive pre composed the the animation and used time-remapping to to ramp up and down the speed of the animation so that it syncs with the VO of the journey. This is no good as its taking too long too turn around each route and the interpolation between the ramps isnt the most aesthetically pleasing.
So what i want is to have a Null with a slider control - id want the trim path of the shape layers dotted line and the position data of the car to both be controlled by the slider (so at 0 on the slider we are at the beginning of the route and 100 the end)
Ive been playing around with -
ctrl = thisComp.layer("ControlNull");
slider = ctrl.effect("Slider Control")("Slider");
n = Math.max(1,Math.min(slider,numKeys));
valueAtTime(key(Math.floor(n)).time)
This is close - at 2 on the slider the dotted line jumps from 0-100. The car gradually completes the run between around 0 - 18 (out of 100) i would like to be able to use the slider to make both properties complete the route at the same time & speed
Relatively new to expressions so excuse any blatant ignorance - im using the most recent version of AE CC15
Thank you in advance
T
Hey guys,
So i'm trying to control a few slider controls that a located in a subcomp from my main comp.
My Main comp has a null named 'Controls' which has a slider control named 'Rotation'
Let say I want to let that control a slider named "Rotate Horizontal" which is nested in a comp called "Comp 2"
How would I go about doing that?
If anyone has an idea on how to set this up it would be greatly appreciated!
Trying to figure out the difference in values between the standard ease() and eased keyframes with default values of 33% influence. They're very close to being exactly similar, but aren't!
ease(time, 0, 4, 0, 1000) -- this seems to be a perfect cubic bezier curve, with handles of (0.33, 0, 0.66, 1) as defined by cubic-bezier.com. Have adapted existing cubic bezier functions to work as expressions, and the match is perfect. However, two keyframes, bezier interpolation, 33% influence out & in (on first and second, respectively) doesn't match above.
Exaggerating & displaying the difference between the values gives this:
However! I have no idea what to do with this information. As you can see, the difference is miniscule, but it's certainly present. Can any light be shed on this?
I have a 3D Null Object, following the exact position of other 3D Null Object called "Cam Control".
thisComp.layer("Cam Control").transform.position + [0,0,0]
Then I offset the position of the values [x, y, z] linking them to sliders:
thisComp.layer("Cam Control").transform.position + [effect("Slider Control")("Slider"),effect("Slider Control 2")("Slider"),effect("Slider Control 3")("Slider")];
Now I'm triyng to offset the time, but I getting error when trying to insert my expression (which is conected to sliders)
inside of of this two expression of time/delay offset:
Version 1:
offset = -.5;
p = thisComp.layer("My Animated Layer");
t = time + offset;
p.position.valueAtTime(t);
Version 2:
thisComp.layer(thisLayer, -1).position.valueAtTime(time - .5)
Can anyone help me to make offset time to my expression (which is already offset position), please?
Hey guys,
So, I'm trying to assign the X value a null object had at the previous frame so I can continue to subtract a number from it cumulatively. I'm trying to assign it to a variable (prevframe). I'm not sure where I'm going wrong, but the line I'm trying to do it on is written as follows:
prevframe = transform.xPosition.valueAtTime(time-(1/24))
So in my mind, this should be taking a look at the value of X on the null, then looking back in time to figure out what it's value was on the previous frame (my frame rate is 24, so I'm dividing 1 second in to 24 pieces and telling it to subtract that much from the current time), and assigning whatever that returns to the variable. But it's just returning a static value, even though I'm subtracting from it. I feel like it's not the correct syntax, but I really have no idea.
I want to continue to subtract a value which is based on the velocity of another object from this, which I have worked out, I just can't figure out how to reference what this nulls X position was in the previous frame so it always returns the same value until all motion has stopped. The formula the variable is being run through looks like:
finalposition = prevframe - camvelocity
Which is then assigned to the final X position of the null object.
So, I'm not sure where I'm going wrong. I hope I've provided enough information to help someone wrap their head around this and hopefully help me solve it.
Thanks in advance,
-Seth
How would you make a wiggle expression that radically reduced the time between values? Like Wiggle that uses Exponential interpolation as inbetween values? So even though the pace would be something like wiggle(1,50), it would take much less than the 1 second wiggle interval to change between values.
Kind of like how a hummingbird feeds? It hovers, hovers, hovers... then snap into a new position.... hover, hover, hover... snap into new position.
Any ideas about this?
(Also, is the Jagged/Smooth option of the ancient Wiggler available in expression form?)
I'm new to After Express and just diving in to expressions. I was trying to figure out if there was a simple way to use the wiggle expression in a way that it would wiggle individual characters in a text block independently of each other.
Definitely appreciate any help.
Hi, I have a 3D object that I want to continuously bob up and down but I'm having trouble finding an expression to do this.
I would use wiggle on the Z except wiggle creates random motion and I need consistant up and down oscillations.
It seems simple but I can't figure it out... any ideas? Thanks.
-Pete