25.2
After Effects Upgrades
Expressions / Pre-sets / Templates
25.2
After Effects Upgrades
Expressions / Pre-sets / Templates
25.2
After Effects Upgrades
Expressions / Pre-sets / Templates
Expressions:
A collection of frequently used essentials.
Expression are flexible and broad in scope. Ranging from the simple to the complex. However remembering all of them is quite a challenge. Thats why I save the most helpful ones here.
Expressions:
A collection of frequently used essentials.
Expression are flexible and broad in scope. Ranging from the simple to the complex. However remembering all of them is quite a challenge. Thats why I save the most helpful ones here.
Expressions:
A collection of frequently used essentials.
Expression are flexible and broad in scope. Ranging from the simple to the complex. However remembering all of them is quite a challenge. Thats why I save the most helpful ones here.
Wiggle + Constrained
// WIGGLE + CONSTRAIN PROPORTIONS base = value[0]; // Assuming original scale is uniform offset = wiggle(3, 10)[0] - base; [base + offset, base + offset]
Wiggle + Constrained
// WIGGLE + CONSTRAIN PROPORTIONS base = value[0]; // Assuming original scale is uniform offset = wiggle(3, 10)[0] - base; [base + offset, base + offset]
Wiggle + Constrained
// WIGGLE + CONSTRAIN PROPORTIONS base = value[0]; // Assuming original scale is uniform offset = wiggle(3, 10)[0] - base; [base + offset, base + offset]
Wiggle + Constrained + Hold Keyframes
// WIGGLE + CONSTRAIN PROPORTIONS + HOLD KEYFRAMES posterizeTime(4); // Change 4 to how many times per second you want the wiggle to update base = value[0]; offset = wiggle(3, 10)[0] - base; [base + offset, base + offset]
Wiggle + Constrained + Hold Keyframes
// WIGGLE + CONSTRAIN PROPORTIONS + HOLD KEYFRAMES posterizeTime(4); // Change 4 to how many times per second you want the wiggle to update base = value[0]; offset = wiggle(3, 10)[0] - base; [base + offset, base + offset]
Wiggle + Constrained + Hold Keyframes
// WIGGLE + CONSTRAIN PROPORTIONS + HOLD KEYFRAMES posterizeTime(4); // Change 4 to how many times per second you want the wiggle to update base = value[0]; offset = wiggle(3, 10)[0] - base; [base + offset, base + offset]
Wiggle + Smooth
// WIGGLE + SMOOTH EASING freq = 3; // How many bounces per second amp = 20; // Max scale "boost" (in %) decay = 0.3; // How quickly it settles t = time - inPoint; osc = Math.sin(freq * t * 2 * Math.PI); drop = Math.exp(-decay * t); offset = amp * osc * drop; base = value[0]; // assuming uniform scale s = base + offset; [s, s]
Wiggle + Smooth
// WIGGLE + SMOOTH EASING freq = 3; // How many bounces per second amp = 20; // Max scale "boost" (in %) decay = 0.3; // How quickly it settles t = time - inPoint; osc = Math.sin(freq * t * 2 * Math.PI); drop = Math.exp(-decay * t); offset = amp * osc * drop; base = value[0]; // assuming uniform scale s = base + offset; [s, s]
Wiggle + Smooth
// WIGGLE + SMOOTH EASING freq = 3; // How many bounces per second amp = 20; // Max scale "boost" (in %) decay = 0.3; // How quickly it settles t = time - inPoint; osc = Math.sin(freq * t * 2 * Math.PI); drop = Math.exp(-decay * t); offset = amp * osc * drop; base = value[0]; // assuming uniform scale s = base + offset; [s, s]
Physics based elastic
// PHYSICS BASED ELASTIC n = 0; if (numKeys > 0){ n = nearestKey(time).index; if (key(n).time > time){ n--; } } if (n == 0){ value; } else { t = time - key(n).time; v = velocityAtTime(key(n).time - thisComp.frameDuration / 10); amp = v * 2; // bounce amount freq = 4.0; // frequency of bounces decay = 4; // how fast it settles value + amp * Math.sin(freq * t * 2 * Math.PI) / Math.exp(decay * t); }
Physics based elastic
// PHYSICS BASED ELASTIC n = 0; if (numKeys > 0){ n = nearestKey(time).index; if (key(n).time > time){ n--; } } if (n == 0){ value; } else { t = time - key(n).time; v = velocityAtTime(key(n).time - thisComp.frameDuration / 10); amp = v * 2; // bounce amount freq = 4.0; // frequency of bounces decay = 4; // how fast it settles value + amp * Math.sin(freq * t * 2 * Math.PI) / Math.exp(decay * t); }
Physics based elastic
// PHYSICS BASED ELASTIC n = 0; if (numKeys > 0){ n = nearestKey(time).index; if (key(n).time > time){ n--; } } if (n == 0){ value; } else { t = time - key(n).time; v = velocityAtTime(key(n).time - thisComp.frameDuration / 10); amp = v * 2; // bounce amount freq = 4.0; // frequency of bounces decay = 4; // how fast it settles value + amp * Math.sin(freq * t * 2 * Math.PI) / Math.exp(decay * t); }