Archive for expression

“Pop” Wave

Posted in Blogs, Evan's Blog, Projects with tags , , , , , , , , , , , on April 30, 2010 by EAbrams

I call this little number the pop wave. Looks pretty simple right? Just some things popping on across the frame in a controlled wave, and the off, and then on and ungulate before off again right? Wrong! This is some pretty cool stuff going on back there.

I’ll break it down for you. There’s only one thing changing here, and it’s a linear wipe. That’s right only a handful of key frames for this awesomeness! The rest is expressions. Those little lines of joy/frustration that make magic out of mole hills.

So the linear wipe, which arguably has some severe alterations to it (feather, fractal noise and the like) is the control layer. What it controls is the individual objects on top which are in comps so they can be swapped out with ease. The expressions are on the rotation for a random seed, and the scale to get that sweet pop.

The random rotation is just a random see generator frozen over time and a random number expression. That’s all that needs be said about that. Each copy made will have a unique number associated with it so cmd+d away!

The second is arguably the most complex thing I’ve dissected. It’s called the sampleimage(). Basically it takes a point on a layer and spits out the R,G,B, and Alpha. You can link that up to variables, and I prefer to make lots of variables in this, to make the function relevant. here’s how it looks for me:

targetLayer = thisComp.layer(“Control”);
samplePoint = transform.position;
sampleRadius = [1,1];
t =110* targetLayer.sampleImage(samplePoint, sampleRadius);
[t[1], t[1]]

Break it down!

This is applied to the scale parameter of the individual objects. The first line is a variable, you can call it anything but it will be the layer you want the sampleImage to sample or look at, it’s a “what?” qyestion. The next is the samplePoint, again you can call it x or y, and it’s going to be a place holder for where on layer you want to look it’s displayed as [x,y]. The Next is the sampleRadius or how big the sample point should be. I think it’s a circle that eminates from a point up and down the firs character and left and right the second character, so mine was 1,1 but the size is really 2 by 2. Now we put it together calling up an arbitrary variable t. and making it all come into the sampleImage telling it to:

110 times “on this layer”.sampleImage(“here”, “this big”);

Why 110? because the values this thing will make are from 0 to 1, a percentage basically. The 110 makes a value of 1 or pure white (R=1, B=1, G=1, A=1). The value is actually [1,1,1,1] and you can get something from it however you want really but I wanted to make the t 110 when it’s all the way on and 0 when it’s all the way off.

The final line is putting it all to work in the scale parameter that is displayed as [#, #]. In this case it’s the first part, [0] of the four part output. t[0] is the Red value. So the variable reads [“how much red”, “how much red”]

That’s that, the layer now references what’s at the same spot on the control layer and changes it’s scale from 0 to 110 depending on the colour value. Then that layer animates, which is easy to control and preview before you get hundreds of objects doing the “pop” wave.

Also if you just copy paste my code you won’t be learning so be sure you write it out and understand it best you can to make the most of it later on. Ususally when it would break during my coding it was because I was not giving it the right kind of variable, class 2 versus scalar for example as it can get confusing. If you have any questions, comments, or jeers let me know.


Particles or Character Animation

Posted in Blogs, Evan's Blog with tags , , , , , , , , , , , , , , , , on April 25, 2010 by EAbrams

So I was at it again, another two 10sec outputs of some effects work.

The first: an ink spray using expressions, some particles, a little of that fake 3d text and some images of ink splats. The think here is to ramp up the inherited velocity to really throw the ink from a single source when it get going faster by linking the speed to other properties as a controller. It looks kind of like that symbiot suit from Spiderman. I mean the cartoon not the mistake of comic to film adaptations. That was a jewel in the Fox Saturday morning cartoon crown.

Second: I was torn between which I wanted to focus on for the next “do x of y” grinding projects. To that end I made this second video with character animation. If you recall, we made a pretty strange and punchline-less video of a Molar Bear. I might as well embed that here so you know what I mean.

Now this goes under a heading that could either be “Mispronounced Words That Are Still Real Words in Picture Form” or “Rejected Pokemon Names”. However I envision a time when such poorly thought out and non idiomatic phrases like “Made out like bandits” are also give visual form. For those who don’t know, the phrase is supposed to be “made off like bandits” when people get away with something big and are gleeful about it. But I say the other one wherein two thieves make a big score and then score big… with each other… with tongue and hair action. To that end fire up the Laser Bream!

This is about 12 illustrator layers that all come to make the deadliest catch of all. A little key frames, some expressions (mostly time and wiggles) I think the wiggle my be the best expression ever invented. You pair that up with a slide control for both the magnitude and the frequency and you are in business. Both projects used that same technique somewhere can you tell where in each?