Film and television post-production learning (AE) (parent-child link-expression)

Parent-child connection:

  • Right click on the workspace in the lower left corner to bring up

  • Parent-child links are used to bind some layers
  • Layer-to-layer links (parameter changes, others will also change, except opacity, rotation, opacity, rotation need expression link, layer is revolution, expression is rotation)
  • For example, the wheels and body of a car, the body moves forward but the wheels do not move forward, then a parent-child link is required

  • To link multiple links to an empty object, you only need to manipulate the empty object

  • The movement of the parent will be inherited by the child, but the movement of the child is independent (for example, the body drives the wheels as the parent, but the wheels can also rotate by themselves without driving the body)
  • Expression linkage (parameter-to-parameter linkage)
  • Hold down the alt key and click the stopwatch, an expression correlator will appear, and only this parameter will be matched

expression:

  • There is an expression control in the effect, and there are many filters in it, which are used to control the expression. Attach the filter to this layer, and then link it to the filter on the upper left with the parameters added with jitter or other expressions. To make an adjusted number into a highlight, that is, select it, right click, display the filter in the timeline, and then pull back to add a key frame (slider control), there are many other filters
  • Expressions are a tool for assisting in animation, which can simplify some keyframe operations (a type of programming)
  • Hold down alt and click the stopwatch, take rotation as an example, after that, an input box with English will appear in the time work area

  • time expression:

time*60 (the number is variable, this expression is more convenient for calculating time, it means to rotate 60 degrees per second, no matter how many seconds, it is always rotated 60 degrees, if you want to reverse, add a minus sign)

If you don't want to display the expression, you can delete the expression, or click the equal sign to make it not equal to

  • Jitter expression:

It is the position parameter, wiggle( , ), and the front and back are frequency and amplitude respectively. For example, each time shakes 15 times, and each time moves 100 pixels, but this expression is random shaking. If you want to shake up, down, left, and right separately, you can use the position Right-click to turn it into a separate dimension, and the x and y axes will appear. Just enter the expression for that direction in any direction you want.

  • Rocker:

Call out at the window position, you need to put a keyframe on the position parameter, no other settings are required, just any keyframe, and you need to click on the left side of the corresponding parameter to add a no-operation keyframe, these two keyframes are used to determine the time , after adjusting the parameters at the shaker, click Apply, and then the key frame will appear, hold down the alt key and you can change the whole, or delete a part

  • Smoother:

Use the smoother after the shaker operation, the keyframes will be reduced, and the jumping will not be so violent

  • Infinite loop expression:

When you want to repeat a certain action, you only need to type a key frame back and forth, then press and hold the alt key and click. This expression is relatively long, and you don’t need to type it manually. There are

  • Exponential expressions: (not used much, can be made into three dimensions)

You need to turn on the 3D switch first, the cube on the right side of the layer

I want to make the characters three-dimensional, that is, have thickness. The principle is that multiple layers move backward without overlapping

The camera can be used to rotate, press the shortcut key C to rotate as a whole

First open the position (P), open a single position, open alt stand-alone, and there is no need to manually enter the expression, there is also in the triangle shape, after the expression is assigned, the copy will change, and one will be placed every input pixel, the quantity Enough, it will produce thickness and become three-dimensional (such as a dictionary), then create an empty object, link all layers to the empty object, it is not clear to turn on the light to open the projection, click the layer drop-down to open the material option to open the projection, in Open the transparent grid, which involves a wide range of factors, including shadows, lighting and other factors, you can study more by yourself

Common Chinese-English comparison table:

【Chinese and English bilingual】

Comp synthesis

Layer layer

Transform transformation

Opacity opacity

Rotation

Scale scaling

Position position

anchorPoint anchor point

effects

【Several common expressions】

1. Time expression:

time*100

100 means that the value that advances every second is 100

If this expression is applied to the rotation, then the rotation angle is 100° at 1 second, 200° at 2 seconds, and so on.

2. Jitter expression

wiggle(5,40) (frequency, amplitude)

5 is jittering 5 times per second, 40 is 40 pixels per jitter.

It is usually used together with the camera's position (displacement) and point of interest (focus point) to adjust the camera lens.

The jitter expression can also be used to set the jitter with the movement of the mask and the nodes of the puppet tool.

3. Exponential expression:

For example, the opacity parameter opacity, fill in index*20 is to make its transparency value 20%

Although the exponential expression is relatively seldom used, its function is still very powerful, and it can make the picture into a three-dimensional effect.

4. Infinite loop expression

Basic format: loopOut(type="type", numkeyframes=0)

loopOut(type="pingpong", numkeyframes=0) This is a ping-pong type loop, which is used like a ping-pong ball.

loopOut(type="cycle", numkeyframes=0) This is a circular type of cycle, which is to cycle a group of actions.

loopOut(type="continue") This is the computer continues to calculate the unfinished movement.

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Origin blog.csdn.net/ZYHDMFS/article/details/125774691