Categories
After Effects Preset

Shapes: No Symbol

The universal symbol for ‘No’ is just a circle with a diagonal line running through it from the upper left to the lower right. You put this over anything that is not permitted… like ‘No Smoking’ or ‘No Entry’.

This shape should be applied to any color of full screen layer. It will automatically fill with red, bevel the alpha and add a drop shadow. Scale as needed.

Download the ‘No’ Symbol’ FFX file (zipped).

To install: Drop it into your Presets folder in your Adobe After Effects application folder. Refresh your Effects and Presets list if needed, by choosing ‘Refresh List’ in the flyout menu on the Effects and Presets palette.

Categories
After Effects

Particular Preset: Fuzzy Flower

Fuzzy FlowerUsing Trapcode Particular and a Beveled stroke created with Write-On, I created this pretty, pretty flower.

Adjust the Aux System Velocity to give it more “fuzz”. Color is also defined in Aux System “Color Over Life”.

Using Trapcode Particular and a Beveled stroke created with Write-On, I created this pretty, pretty flower.

Adjust the Aux System Velocity to give it more “fuzz”. Color is also defined in Aux System “Color Over Life”.

Download the Project Here!

If you don’t have the plug-in, download a demo of it from the Toolfarm Demo page.

Categories
After Effects

Elastic Snap Expression for After Effects

Here is a keyframe-less X position animation, using an elastic snap style movement.

The timing is easily defined by placing a marker on your layer (asterisk key).

I’ve made several crude inclusions for varying wobble amounts based on distance traversed and transition time. I’m no coder or mathematician, so suggestions are always welcome! And don’t forget the marker!

Also, I must credit much of the Trigonometry to Dan Ebberts Physical Simulations section of motionscript.com. THE BEST expressions reference anywhere, and he’s a really nice guy.

The Expression

displace = 600 ; //user enters # of pixels to move

startBounce = marker.key(1).time;
speedFactor = 1 + (startBounce – inPoint) ;
veloc = (displace / 50) / speedFactor ;
amplitude = ( displace / 3) / speedFactor;
decay = 3;

t = time – startBounce;

if (t
}else{

x = amplitude*Math.cos(veloc*t)/Math.exp(decay*t)-amplitude;

value + linear(time , 0, startBounce, 0, displace) + [ x , 0 ];

}