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Using the toComp Expression
Note, while I fix my stupid Flash playback issues, go directly to the QuickTime movie here.
http://www.graymachine.com/media/quickTip_toComp.mov
This is an old tip that I’ve never formally published as a tutorial. It demonstrates a couple tips on how useful the “toComp” expression with Knoll Light Factory, Shine and more.
Big Rain Drops
From Red Giant People, here is a self contained project with some big splashing rain drops with a time freeze.
>Click here to go to the download page
Bubble Text Formation
From Red Giant People, this is a 1080p composition that uses a Time Displacement map to form a piece of text from CC Scatterize. Shine and Starglow are used for color effect.
Go to the download page for this preset
This also uses the Omino Glass pixel bender filter available here
After Effects Expressions
Targeted at the designer, this series teaches you how to use expressions in every day projects. This series has quickly become the go-to place to efficiently learn After Effects Expressions! Includes all project files and a Quick Reference PDF to aid in learning.
The six lessons are as follows:
- Introduction to Expressions
- Introduction to Arrays and Variables
- 3D Text: Arrays and variables continued
- Random Numbers and Text Strings
- Expression Control, Randomness and Probability
- Audio to Keyframes
DOWNLOAD ONLY | $39.99 (3 hours)
Creating a “Draft Switch” for Form
When working with high particle counts in Trapcode Form, the only thing that will speed things up is a lower number of particles. Creating an Expression Checkbox as an “on-off” switch for this is a efficient way to manage render times when working with Form. Here is the expression used:
s = effect("Checkbox Control")("Checkbox");
if (s==1) value/4 else value
Make sure to add a checkbox control from the expression control effects.
Trapcode Particular Fire #1
In my continuing ‘quest for fire’, this is test #1 to create great looking fire using Trapcode Particular. This still looks a little “Vector Blur” ish, but it’s getting there. Stil tweaking.
Complete Training for Trapcode Particular 2
Get up to speed with Red Giant’s Trapcode Particular 2 plugin through this series of informative and project-focused lessons. Explore emitter types and functions in-depth with motion graphics expert, Harry J. Frank (hey that’s me!) Go beyond generating your typical particle effect and learn to use Particular in new and interesting ways. After Effects project files are included so that you can follow along with the instructor.
Length: 6 hours 15 minutes Price: $95
Get the disc now at Toolfarm.com
Video Rock Overview
Now that Video Rock is distributed exclusively through Red Giant Software, there have been some changes. There’s a few things gone, a few new things, and some more stuff coming, like Video Rock #2.
This video is a 10 minute walk through of the first Video Rock library, including some tips on how to loop elements, how to do quick designs with the prerendered movies, as well as some useful finishing tips.
Video Rock is Dead: Long Live Video Rock
I’ve been floored by the response and feedback I’ve received from the community with regard to the Video Rock library. I poured myself into the library and tried to make something creative and useful. Despite my best efforts, each section of the library felt incomplete, with all of my ideas crammed, into one volume of elements (or “shoe-horned” might be a better word.)
Today, I am proud to announce that the Video Rock library, a library of over 200 animated retro style elements, will be distributed through Red Giant Software and Red Giant People. The library as it has been sold by graymachine will be discontinued. It will be broken into more volumes, with more assets, and it will be directly connected to Trapcode Particular, which it really should have been from the beginning. The volume set mostly contains primitive shapes, and a few more of the streaks and shapes to round out the templates.
Now that the library will be carried, distributed and managed by someone else, I’ll have more time to devote to developing new content, as well as new bonus materials, free templates, etc.
To those that have purchased it in the past, consider your copy to be the collectors edition. There is nothing that the current copy of Video Rock Volume 1 has that you do not have.
If you do not own it, keep your eyes on Red Giant People, as I’ll be one of the folks in the Guru Zone providing free presets, training and new premium content.
The Art of Perception & The Perception of Art
A while ago, when my toddler was still a young baby, I was having lunch with some former students of mine. Somewhere in the background, a baby started crying. To the 20-something designers, they found it distracting and annoying. Personally, I didn’t even notice it, as the father of a six month old baby. I realized that my brain had quickly altered its perception based on my personal experience. We were all hearing the same thing, and yet perceiving something totally different. To me, this is the essence of perception: the effect of experience and individuality on what a person realizes from their senses.
For those struggling with the skill to create and recognize artistic aesthetic, I find that it is often this lack of artistic perception that is holding them back. I think many fortunate souls are born with an enhanced sense of this vision, which is half of the equation: individuality. On the flipside of this, it is experience that is key to altering perception.
When listening to music, a musician, depending on experience and training, hears things like key, mode, counterpoint, arrangement, tension, resolution and more. Art has a similar palette that mimics music, such as order, interval, tension, space, light, color and much more. To be an artist and designer means to combine your individuality and develop your experience to find tune your perception of what you create, as well as what you see. Just like the music student that practices every day, and listens to a broad range of music, the designer must exercise their artistic muscle every single day, by creating, watching, and exploring.
This is why artists should watch something new every day. Keep a wide range of books, websites and (yes, put on your shoes and socks) museums on their to-do list.
Here’s just a few places to get great daily inspiration:
http://www.motionserved.com/
http://motionographer.com/
http://ffffound.com/
http://typeinspire.com/
http://showreelarchive.com/
What do we consider? Consider the excellent language of aesthetics as dictated by Paul Rand:
…order, unity, variety, contrast, symmetry, asymmetry, rhythm, harmony, dissonance, rhyme, interval, regularity, coherence, tension, balance, proportion, scale, weight, texture, line, mass, space, shape, light, shade, and color.
In addition to the language of art, motion designers have, quite literally, an added dimension to what we do: story, development, progression, motion, time, perspective. How do we use this incredible language effectively?
This is what you should be thinking about every day as a motion designer and artist.
My 5 Favorite Expressions
I realize that expressions can be daunting, and some would rather copy and past useful code rather than learn the language. That’s cool with me. Therefore, I’d like to share with you my 5 favorite expressions. These are expressions I use in just about every project, and I consider them to be incredible workflow enhancements.
Download them as FFX presets for AE CS3 here.
Are you looking to learn more about After Effects Expressions? Check out my complete training series on the topic in the graymachine store.
1. Intertial Bounce
Essentially, Inertial Bounce creates a bouncing motion of any parameter from one keyframe to the next, based on its velocity. Being that true “velocity” includes the vector (or traveling direction in 3D space), the bounce happens in whatever direction the object is traveling. This also accounts for scalar or array values, so you’ll find that this expression works just as well on 2D rotation as it does on 3D position. It’s very cool!
This expression is a bit of a community effort. The seeds were certainly planted by the great Dan Ebberts, and then a modified version was posted on mograph.net. Although I’ve made a slight modification to it to make it a little more user friendly, it’s nothing that I will lay claim to as my own code. Nonetheless, it’s a great helper and I use it all the time.
Modify “amp” for the amplitude or how much bounce is present. The variable “freq” is the frequency, or how frequently the bounce occurs. The “decay” is like a friction or mass setting, a higher value means a shorter decay over time.
amp = .1; freq = 2.0; decay = 2.0;
n = 0;
if (numKeys > 0){
n = nearestKey(time).index;
if (key(n).time > time){
n--;
}}
if (n == 0){ t = 0;
}else{
t = time - key(n).time;
}
if (n > 0){
v = velocityAtTime(key(n).time - thisComp.frameDuration/10);
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{value}
2. Autofade
This is nothing brilliant, but it is something I wrote and use all the time. You’ll also find something similar in the After Effects preset “Behaviors” called Fade In + Out, which uses the Solid Composite effect and a custom interface. But, I like a simpler version that I use on Opacity.
This is a slightly enhanced version that I’d revamped since I posted it in the “Auto Slideshow” presets and added the option to use markers. If there are no markers, the transition variable is used (where is says “transition=20″, this is in frames.) If there are *2* markers, the first marker is used for end point of the fade in, and the second marker is used to define the start of the fade out.
//Autofade: Add to opacity
transition = 20; // transition time in frames
if (marker.numKeys<2){
tSecs = transition / ( 1 / thisComp.frameDuration); // convert to seconds
linear(time, inPoint, inPoint + tSecs, 0, 100) - linear(time, outPoint - tSecs, outPoint, 0, 100)
}else{
linear(time, inPoint, marker.key(1).time, 0, 100) - linear(time, marker.key(2).time, outPoint, 0, 100)
}
3. Snap Zoom In/Out
This is a cool expression to use on text. It creates a “snap” zoom on the in and out of the layer by modifying scale.
//Snap zoom in and out: apply to scale snapScale = 300; //percent of scale to zoom trans = 4; // transition time in frames trans = trans * thisComp.frameDuration; inTrans = easeOut(time, inPoint, inPoint + trans, [snapScale,snapScale], [0,0]); outTrans = easeIn(time, outPoint, outPoint - trans, [0,0], [snapScale, snapScale]); value+ inTrans + outTrans
If you prefer to use Z space position instead of scale, try this one:
zoom = 5000; //distance to zoom trans = 4; // transition time in frames trans = trans * thisComp.frameDuration; inTrans = easeIn(time, inPoint, inPoint + trans, [0,0,zoom], [0,0,0]); outTrans = easeOut(time, outPoint, outPoint - trans*2, [0,0,0], [0,0,zoom]); value+ inTrans - outTrans
4. Y Axis Jitter
This is from Lesson 5 of my expressions series. This creates a random jittery motion in the Y axis. You can modify probability to make or less jitter, and the pos variable to define how large the jitter is.
// Y Axis Jitter probability = 8 ; //higher is less likely pos = 50;
val = random(-probability-2, 1); m = clamp(val, 0, 1); y = wiggle(10, pos*m)-position; value + [0, y[1]]
5 . toComp
This one you’ll have to watch a short tutorial for here, and you can read a lot more about it at motionscript.com. The idea is that you can apply the equivalent 3D location to any 2D location. This might not sound exciting. But, think of all the 2D parameters out there, like lens flare location, Shine source, beams, etc. It is probably my most commonly used expression.
But, the basic idea is this:
layer = thisComp.layer("Null 1")
layer.toComp([0,0,0])
Note: I intentionally left off the semicolon, as you techinically don’t need it in this case. Therefore, all you need to do is pickwhip your layer where the “layer =” variable is.
















