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I thought it would be interesting to repost this one to show how a layer can be oriented to a path in After Effects (plus a little scale constraint within a mask).

127,562 次观看 • 1 年前 •via X (Twitter)

10 条评论

Andy Zou 的头像
Andy Zou1 年前

do you basically retrieve the path mathematically through scripting and then find the smallest distance between that and the middle bar and use the midpoint as the position of the emoji?

Rubens K. Varaschin 的头像
Rubens K. Varaschin1 年前

How much? 😂 !!! Please, is there a script/extension coming?

Roland Kahlenberg 的头像
Roland Kahlenberg1 年前

Amazing!

Dwarfol - Streetsad: Indie RPG (demo available) 的头像
Dwarfol - Streetsad: Indie RPG (demo available)1 年前

dude you need to make videos or courses to learn this kind of stuff!

Solaar 的头像
Solaar1 年前

Three body problem

Dr Abstract 的头像
Dr Abstract1 年前

wonderful

Ericreator 的头像
Ericreator1 年前

such a dynamic scale constraint ive never seen

Asif Ali | Video Editor 的头像
Asif Ali | Video Editor1 年前

Amazing

Adobe Video & Motion 的头像
Adobe Video & Motion1 年前

such a clear example - thanks for sharing!

Anderson Omori 的头像
Anderson Omori1 年前

I wish I were smart

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🎓Learn how to create a powerful Torn Fabric smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturing

Cohen Brawley

78,816 次观看 • 2 年前