After Effects :: Rotation Glitch - Create Null Object And Make It 3D Layer?
Nov 24, 2012
I'm a bit lost on why AE is doing this.
I create a null object and make it a 3d layer. I rotate it 90 degrees on the Y axis and then start rotation the X, and Z axis and they do the exact same thing. whats the deal?
I don't know how to phrase it correctly but the 3d camera tracker inside of After Effects will only apply key frames to the null object. This causes the footage to rotate around itself.
I use After Effects CC and am having trouble with the 3D camera tracker. Here is a link to the video where you can see my problem.URL....
The video works fine, until at the end, when the camera moves through the text. When it moves through the text, it starts to "shake" the text. When the camera moves back away from the text, it stops shaking again.
i'm trying to make an object have a rotation animation.. i did this by making duplicates and rotating them different angles. When i save it and play the gif, it shows each frame show up and overlay one after the other. I want to only show one frame at a time. How do i do this? Here:
A co-worker tells me when he opens a drawing then minimizes it and then opens a new drawing to fiddle around with, when he closes it and doesn't save and returns to the first drawing, when he runs commands he gets "No Null Object" errors. He can click OK or whatever on the error messages and continue, but they constantly fly in his face.
He's running AutoCAD 2011 Maps 3D x32 on Windows 7 x64.
I was watching a video on YouTube on how to make an explosion. However, the video is not very useful. The part I am stuck on is when he makes a "patch" of the texture in the driveway, and then he covers up his explosive box. After that, he copies the box and is able to make appear and dissapear.
The part of the video I don't understand is at 1 minute, 22 seconds.
I have a button on the main stage with a hit event inside of it. This hit area calls frame lables on other symbols (these "other symbols" are also on the main stage, not dynamic) . How do I make the click event of the hit area null if one of these symbols is/are visible? I added another button to set the visibility to false but then I also need the click event to reset itself to it's original state
is it possible to create a donut shape with 1 shape layer (multiple groups)? I can't figure out how to subtract out the hole. I see that there's some blend modes, but no stencil alpha.
Must I use 2 shape layers and track matte, or multiple solids/masks?
For creating masks I'll often select all visible pixels in a layer (cmd+click the layer) but if the layer has any blending effects, e.g. a stroke or drop shadow, then this won't be included in the selection. Is it possible to include these in the selection?
For example, in the Scream And Shout Remix Video, there's an effect that randomly flashes, like they are a glitching hologram (for lack of better description). Such as in the attached pics....
How would I go about making something similar in Paint.Net?
1) When you click the Browse folder icon to pick an Assembly to insert into, the 'Component Properties' dialog pops up, asking if you want to create a new assembly.
2) Whether you answer yes or no, no Browse Dialog pops up.
3) The path is left at the default of your workspace path. You can manually type in the path and Assembly name if you know it, but no ability to browse to it. It wants to create the new assembly in the default workspace folder.
I am drawing animations with the brush tool onto a black solid layer which is set to add blending mode.
My goal is to create a mask on the solid layer to hide a certain area of what I drew... but it doesn't change anything.
I noticed when I add another effect to the layer (such as curves) the mask does hide that area of the effect, but thats not exactly what I'm trying to do.
I am trying to animate the rotation of an object whenever it comes close to another object.
For example object 1 is the needle of a compass, I want it to point straight up whenever it comes close to object 2 (a magnet).
I need this to work regardless of where these objects are in world space. The only thing that matters is that they be next to each other; i.e. just like a real compass and a real magnet. I thought maybe I need a proximity sensor but I can't find any good tutorials on that.
I'm animating a bicycle riding downhill (from the top of a hill to the even ground). What expression should i use to gradually accelerate bicycle's wheels? And how do i gradually slow down the wheels after the bicycle has reached the even terrain?
If I drag an effect from the target circle of one object to anther in the layer's panel it replaces the effect along with all appearance. But I want just to add the effect. For example, a layer has a drop shadow and a path, round corners. I want to move the drop shadow from the layer to the path so that the path now has the round corners and the drop shadow. To do this I have to open the shadow effect of the layer wright down its parameters, then create a shadow effect for the path with the same parameters which is a lot of work.
I created a simple shape in Photoshop I then edited the shape using the Repoussé dialog. I simply extruded the object. The default extrusion depth setting of 1.0 was far too deep for my needs so I changed the depth to 0.07. It looked good. Next I wanted to animate my simple hexagon shape rotating about it's z axis.
So using the animation pallet, I set a key frame for 3D object position at zero and then I advanced the timeline to 3 seconds. With the roll 3D object tool selected, I edited the z axis orientation in the tool bar from 0 degrees to 360 degrees at the 3 second mark. I then played my animation and while the object spinned about the z axis, the position of the z axis was in the wrong place. the z axis was still aligned with the center of my extruded object if the depth had been set to the original depth of 1.0.
End result is it looks like my shallow depth hexagon is rotating about a point in space rather than rotating about the center of the object. Is there a way to reposition the axis so the center will be the center of the depth of my extruded object? In shots 1 and 2 you see the object with the correct depth but the wrong z axis location. In shots 3 and 4 the object has the wrong depth but rotates properly.
I know there are plenty of threads about OpenGL problems out there, but most seem to focus on OpenGL not working at all. That's (fortunately) not my issue. My problem is that I would love to use CS4 for texture painting, but 3D object interaction is just so unbelievably slow!
I notice that when I rotate an object, the CPU goes up all the way to almost 100%, all used up by the Photoshop process. And still the movement does feel far from fluent.
No compare that to any other OpenGL app, let's say Mudbox or UV Mapper. No hitch at all, everything is fluid and barely uses any CPU. So it feels like all the 3D Object interaction is rendered by the CPU alone. The CS4 system information however says behind every OpenGL feature (Supported!).
In PSP X5 I'm pretty sure there's a way to make User Defined Instant Effects in the Adjust mode, but I can't find the steps in the Help Files. I'm thinking these are just scripts, but I'm not sure.
I have an object that I want to rotate different.... not sure how to explain, it, but you can tell what I want by looking at the screenshot attached. I want the rotate to align with the cylinder. I've tried reset transformations, and the home key to move the pivot. I've also tried the different settings for the rotate settings and nothing is changing this angle. Is there a way to manually set this?
I just received a large floor plan and loads of the text is upside down. Usually I would use the TORIENT command in Express Tools although this doesn’t seem to work.
The error I get is:1 object was not parallel to the current UCS.No valid objects selected.
I’ve tried flatten, mirror & rotate but I still can’t get the text to display correctly.
I’ve attached a DWG file (2010 format) with a piece of text.
I am busy working on rigging a character ( See attachment) to the best of my abilities and am running into some issues:
I have made a nurbs curve object which I intend to use as a controller in my rig, I have however modeled my character with his arms in a 45 degree angle so I snapped this particular object to the wrist and aligned it with the geometry...here comes the fun part , because it is a controller I wanted to have a clean channelbox zo I froze transformations which neatly sets every channel to 0, it also snaps the local axis to a world pivot orientation....
I went in componentmode pressed the question mark thingy and thought it was working..but it still alters the values in the channelbox.
I basically want the same rotation axes editing capabilities as I have with joints, I will try fiddling with that next, but I can't believe that this can't be solved any simpler.
I'm want to drag an objects anchor and have the position co-ordinates offset by opposite amounts so it doesn't appear to move postioin on screen. IS there a tool for that?
Is there a way to find out the position of a layer after you move it from the starting point of 0,0 and 0 rotation?
I'm trying to line-up two images and the bottom layer is the reference image so I move the top layer in the x,y direction and rotate the layer until it looks good. But instead of saving I want the new x,y location along with the rotation number to enter into an Imagemagik bash script.
I'm using GIMP 2.6.11, but will update to 2.8 if necessary.
Is there a way to find out the position of a layer after you move it from the starting point of 0,0 and 0 rotation?
I'm trying to line-up two images and the bottom layer is the reference image so I move the top layer in the x,y direction and rotate the layer until it looks good. But instead of saving I want the new x,y location along with the rotation number to enter into an Imagemagik bash script.
I'm using GIMP 2.6.11, but will update to 2.8 if necessary.
I have found that when I use the Layer Styles on one layer and then make a new layer or select a shape that creates a new layer that when I go to add Styles to the new layer/new shape the previous layer is affected by how I set the Bevel & Emboss, Direction, Altitude, Drop Shadow etc etc.
For instance, let's say I have a ...
BG > New Layer > draw an ellipse and then add a Bevel with an > Angle of 89 and an Altitude of 30 and then I add a New Layer > open the Styles and go to change the Angle to say +89 or whatever and the Altitude to say 45 ... the first Layer/Shape Effects change.
How I can keep one Layer from being affected by an other Layers Effects'?
I have found that if I Rasterize a Layer Effect that I can add a "double" effect on the same layer but I haven't tried the to do this with separate layers. However, for most of the work I am doing I cannot use the Raster because everything needs to be true vectors.
I have a Dell Laptop/Windows 7 Home Premium that's a 64 bit