Help me! Mr. Question tracking/camera.

Hey everybody. I have a question about the animation of a list of chips while using a camera. Here is a video of what I have achieved so far:

Now, I hope you can get a better understanding of my goal. This composition is all fine and dandy, but I'm wanting this animation contain many, many more red bars and gradually introduce quickly. Currently the rest red bars extend beyond the bottom edge of my composition. I want to that they will be displayed in my final comp, but I don't want to create a large super model only to compensate for the amount of red bars.

My composition in bases (Comp1) has each 'bar' as its own layer (.ai files). Each bar comes alive to gradually move right left in the center of the canvas. The parent (Comp2) composition includes the basic model (Comp1), and above this - one layer shape that contains a mask with feathers. This layer has been transformed in a matte, to create the illusion of each bar discoloration in the canvas. Finally, the parent of Comp2 (Comp3) contains the camera, Comp2, the 'Company' text layer and the background - with respect, for the top layer of the bottom layer.

My question is, I can't find a way to continue the downward movement of the camera without him reach the bottom of Comp2. Ordi1, I have created countless bars that extend below the lower edge of the composition - all the animated accordingly. Ive extended the mask (Matt Track) in Comp2 all the way to the bottom bar of Comp1. However, that move the camera in Comp3 down its axis shows just the bars in the Viewer.

So, is it possible to get what I want? I don't want to create a publication with a height of 20 000 px... There must be a way to do this. Thanks again.

Adam

If it were my project I make all your 3D arrows, move the background and the track matte for the main computer, condense the transformations of the demo. Then the camera would be followed all the way down revealing all ranks.

Another approach is to parent all your arrows to a null value and animate the position Y of the null value to move the arrows to the top. If you use just parenting do of course you frame zero before selecting all layers in arrow to assign the value null as a parent. In this technique, you will be able to keep all the 2D layers.

Suggestion of the Mylenium for tile movement is also a good solution.

Whenever I do projects that have repedative motion I use an expression to be assigned the motion. If you're into expressions then you might want to take a look at this expression that I saved as a preset. That's the slide on the left, of abandonment. Simply, you set the in and out point of the layer, adjust the number of images you want to use to drag the layer in and slide the outside layer and duplicate. A small change of the expression makes the slide of the layer from the right and down. You can then add an index value for each layer in the first position, and then simply duplicate the layers as many times as you like, sequence layers and you would be done.

This is the expression:

FIS = effect ("slideIn Frames")("Slider");

SOF = effect ("slideOut Frames")("Slider");

find in and out point

Respondent = FIS * thisComp.frameDuration;

If (effect ("Match if SO")("Checkbox") == 0) {}

outTime = sof * thisComp.frameDuration;

}

ElseIf (effect ("Match if SO")("Checkbox") == 1) {}

outTime = intimate;

}

Size of the layer when scale of difficulty

SF = scale - [100, 100];

xSize = width + (width * sf [0] / 100);

ySize = height + (height * sf [1] / 100);

realSize [xSize, ySize] =;

Adjustment positions

SPX = 0 - realSize [0] + realSize [0] / 2;

rstx = value [0];

rsty = value [1];

EPY = thisComp.height + realSize [1] - realSize [1] / 2;

create a movement

FREQ = effect ("bounce Frequency")("Slider");

amplitude = effect ("Amplitude bounce")("Slider");

cavity effect = ("bounce Decay")("Slider");

posCos = Math.abs (Math.cos(freq*time*2*Math.PI));

y = amplitude * posCos/Math.exp(decay*time);

moveIn = Math.min (linear (time, inPoint, inPoint + respondent, spx, rstx-y));

Obliquity = Math.min (linear (time, outPoint-outTime, outPoint - thisComp.frameDuration, rsty, epy));

[moveIn, obliquity]

Simply add the called party for the sliders and the box and're you good to go.

Tags: After Effects

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