Lets call this one.... Beam Glue
Have been looking for this Expression for a long time, but finaly i found it.
This one is for linking stuff together, that is allready parented fx Beam Between 2 Nulls
//2d
//Video copilote
//ngambles
lay = (pickwhip the child null layer) ;
pos = lay.toWorld( lay.anchorPoint);
And another one (with extra control)
//2d
//Mograph.net
//iline
lay = thisComp.layer("Parent NULL")
wrld=lay.toWorld(lay.anchorPoint);
[wrld[0],wrld[1]]
//3D
//Dan Ebberts
L = thisComp.layer("Solid 1");
P = L.toWorld(L.anchorPoint);
Where P[0] =x,P[1] =y, and P[2] =z
mandag den 25. november 2013
torsdag den 26. september 2013
Broken Zip file on OSX
Have a broken ZIP on you mac OSX system. Try Terminal, and fix it.
http://mac.tutsplus.com/tutorials/terminal/how-to-repair-damaged-zip-files-with-terminal/
Thanks Robert Anthony.
http://mac.tutsplus.com/tutorials/terminal/how-to-repair-damaged-zip-files-with-terminal/
Thanks Robert Anthony.
mandag den 25. februar 2013
One-sided layers
//found on :http://www.mographwiki.net/After_Effects_expressions_library
Apply this expression to the opacity attribute and it'll disappear whenever it's flipped away from the camera. You need to have an active camera in your composition for this one to work.
a = toWorldVec([0,0,1]); b = thisComp.activeCamera.position - toWorld(anchorPoint); c = dot(a,b)/length(b); if (c > 0) 0 else value
Bouncy Scale In
//found on : http://www.mographwiki.net/After_Effects_expressions_library
Apply this expression to the 'scale' parameter of your layer.
k=100; // final scale
a=5; // how quickly the bounce ends
b=20; // how many bounces it'll do (that is, the bounce speed)
x=k*(1-Math.exp(-a*time)*Math.cos(b*time));
[x,x]
Apply this expression to the 'scale' parameter of your layer.
k=100; // final scale
a=5; // how quickly the bounce ends
b=20; // how many bounces it'll do (that is, the bounce speed)
x=k*(1-Math.exp(-a*time)*Math.cos(b*time));
[x,x]
torsdag den 22. november 2012
Trapcode - Particular 2.2 update
Trapcode - Particular 2.2 update
http://vimeo.com/52099565#
Tuturial Particular 2.2 and Twixtor - Particel man
http://vimeo.com/50713765
http://vimeo.com/52099565#
Tuturial Particular 2.2 and Twixtor - Particel man
http://vimeo.com/50713765
mandag den 10. september 2012
Jumpy Hold WIGGLE
//AEENHANCERS.COM
//Lloyd Alvarez
works on one value parameters (fx.Opacity) :
v=wiggle(.2,50);
if(v < 50)v=20;
if(v > 50)v=100;
v
works on two and more value parameters (fx.position) :
fps=.9; //frequency
amount=350; //amplitude
wiggle(fps,amount,octaves = 1, amp_mult = 0.5,(Math.round(time*fps))/fps);
//Lloyd Alvarez
works on one value parameters (fx.Opacity) :
v=wiggle(.2,50);
if(v < 50)v=20;
if(v > 50)v=100;
v
works on two and more value parameters (fx.position) :
fps=.9; //frequency
amount=350; //amplitude
wiggle(fps,amount,octaves = 1, amp_mult = 0.5,(Math.round(time*fps))/fps);
tirsdag den 8. maj 2012
position XYZ - Value - move only one axe
So i finally figured this one out on my own :-)
it is simple i know, but it is latin for me, and i don't know latin.
it is a tweak from "wiggle in 3d" and pretty simple, and i knew the "value" expresion, but i did'n know the linguistic in how to put it in context. so i think it can be tweaked it to a lot of places, where you want Expresions and "value" inputs at the same time.
it is simple i know, but it is latin for me, and i don't know latin.
it is a tweak from "wiggle in 3d" and pretty simple, and i knew the "value" expresion, but i did'n know the linguistic in how to put it in context. so i think it can be tweaked it to a lot of places, where you want Expresions and "value" inputs at the same time.
example (3 axes) - Steady speed Z axe: a=value; b=value; c=value; [a[0],b[1],c[2]+(time*160)]
example (2 axes) - Steady speed y axe: a=value; b=value; [a[0],b[1]+(time*160)]
Abonner på:
Opslag (Atom)
- AEpostwork
- AE POSTWORK blog is virtually just a notepad, where I put all the AE expressions up I finde and use, its so I can easily get to them wherever I am and no matter what computer I sit at. I do not write my own expressions, so all expressions on the page is downloaded from the web,or modify versions i found. and tutorials etc..
I will try to credit those who have made expressions if I can.
Now, with tips and tricks for AE & C4D.
No more forgetting the little tricks and tips I found on my road with After Effects, etc.
Sebabba