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);
}

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