Tag Info

Hot answers tagged

3

I don't think it's possible with repeater. You could do this with expressions and multiple duplicates of the shape however. Here's an example I came up with: And here's how I did it: Firstly make your initial shape. Now duplicate that shape (with the shape selected hit ctrl / ⌘+D). You should see this: Note that we'll be making as many copies as we ...


2

Use a camera with a long focal length. The longer the focal length, the closer to isometric. Just back the camera far enough away to frame the shot.


2

You can hold CTRL and drag timeline marker which will play audio, its not perfect, but maybe it will help. And also you can select audio and double tap key L which will open waveform so you can see the beats.


2

To enable the audio playback, only way is to use the RAM-Preview. Press Numpad 0 or the associated |||> in the Preview Panel to start the preview rendering process: Press Numpad 0 again to stop it Press Numpad 0 twice to stop and playback the previously rendered (green) frames In terms of correct audio playback: Set the Frame Rate to the composition ...


2

Figured out how to do it with expressions. You need to know the time taken for a full rotation and the number of degrees you want to increment. degrees = 6; // Number of degrees to rotate by fullRotationTime = 60000; // Number of milliseconds to complete a full 360 degree rotation steps = 360/degrees; // Number of steps in one rotation divisor = ...


2

So, I figured it out by myself. The problem was the anchorpoint. My images were on even pixels but the anchorpoint was odd. So the solution is to use following expressions: // Position newX = Math.round(transform.position[0]); newY = Math.round(transform.position[1]); [newX, newY] // Anchorpoint newX = Math.round(transform.anchorpoint[0]); newY = ...


1

Within an editor each frame is complete in itself, but in the output formats you mention, the video is almost always compressed in such a way that only certain frames (called I-frames) are complete and independent. The rest are 'difference' frames that rely on information from surrounding frames. At a loop point there's often a need for the player to start ...


1

Here's what I would do... Create a camera Create a null object Set the parent of the null object to be the camera Make the null object a '3D' object Use the null object's properties to zoom and move the camera around, e.g. use the 'z' position to zoom You could do this with the camera by itself, but the null object is sometimes easier to deal with. Ease ...


1

Set the Anchor Point to the bottom of the object by pressing y or clicking on Disable proportional scaling Optional you can add a slider control to to get a better control of direction scale values The shape can also used as track matte, just set the layer below to Alpha. Note: As alternative you could use a trim path on a shape layer as track ...


1

From my experience all unexpected movements when keyframing are fixed by editing bezier curves of those keyframes, make them linear or something.


1

Use Expression Slider Controls to drive multiple Shape Layer Wiggle Path Values. Here is an example of driving Size and Detail values of the Wiggle Path Property on 6 Shape Layers with 2 created Slider Controls on a seperate Null Layer: Note: To save time, it's a good idea to create one shape layer first, set it up as described below and duplicate it ...



Only top voted, non community-wiki answers of a minimum length are eligible