AE动效

AE十大常用 表达式

2020-02-09  本文已影响0人  鑫锦源

1.反弹

e = .3; // 弹力

g = 1; // 重力

nMax = 10; // 最大反弹次数

n = 0;

if (numKeys > 0){

n = nearestKey(time).index;

if (key(n).time > time) n--;

}

if (n > 0){

t = time - key(n).time;

v = -velocityAtTime(key(n).time - .001)*e;

vl = length(v);

if (value instanceof Array){

vu = (vl > 0) ? normalize(v) : [0,0,0];

}else{

vu = (v < 0) ? -1 : 1;

}

tCur = 0;

segDur = 2*vl/(g*1000);

tNext = segDur;

nb = 1; 

while (tNext < t && nb <= nMax){

vl *= e;

segDur *= e;

tCur = tNext;

tNext += segDur;

nb++

}

if(nb <= nMax){

delta = t - tCur;

value +  vu*delta*(vl - (g*1000)*delta/2);

}else{

value

}

}else

value

2.弹性

amp = .04;//幅度

freq = 2;// 值越高, 频率越高

decay = 5;// 值越高, 延迟越小

n = 0;

if (numKeys > 0){

n = nearestKey(time).index;

if (key(n).time > time){

n--;

}

}

if (n == 0){

t = 0;

}else{

t = time - key(n).time;

}

if (n > 0){

v = velocityAtTime(key(n).time - thisComp.frameDuration/10);

value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);

}else{

value;

}

3.弹性变形

maxDev = 20; //最大形变大小

spd = 30; //速度

decay = 1.0; //静止快慢

t = time - inPoint;

x = scale[0] + maxDev*Math.sin(spd*t)/Math.exp(decay*t);

y = scale[0]*scale[1]/x;

[x,y]

4.弹性文字

delay = 0.03; // 延迟

freq = 3; // 频率

amp = 60; // 幅度

decay = 10; // 值越小,弹性越大

Speed = 0.8; // 值越小,动画越慢

myDelay = delay*textIndex;

t = (time - inPoint)*Speed - myDelay;

if (t >= 0){

freq;

amp;

decay;

s = amp*Math.cos(freq*t*2*Math.PI)/Math.exp(decay*t);

[s,s] }else{

value

}

5.随机循环(对随机效果再进行循环)

freq = 1; // 频率

amp = 110; // 幅度

loopTime = 3; // 循环时间

t = time % loopTime;

wiggle1 = wiggle(freq, amp, 1, 0.5, t);

wiggle2 = wiggle(freq, amp, 1, 0.5, t - loopTime);

linear(t, 0, loopTime, wiggle1, wiggle2)

6.对齐运动方向

try{

cornerEase = 3;// 角度松弛

p = transform.position;

t = Math.min(Math.max(time,p.key(1).time+.001),p.key(p.numKeys).time);

pre = position.valueAtTime(t-thisComp.frameDuration*cornerEase);

post = position.valueAtTime(t+thisComp.frameDuration*cornerEase);

delta = post-pre;

orient = radiansToDegrees(Math.atan2(delta[0],-delta[1]));

value+orient+180;// 180可调整转动角度

}catch(err){value}

7.目标注视

function lookAtMe(fromPt, toPt){

    lkAt = lookAt(fromPt, toPt);

    if (toPt[1] > fromPt[1]){

        return 180-lkAt[1];

    } else {

        return lkAt[1];

    }

}

p0= transform.position; //look from point

p1=thisComp.layer("空 2").transform.position; //目标点位置

lookAtMe(p0, p1)+0 //0数值可调整旋转角度

8.循环路径

valueAtTime(time % key(numKeys).time)

9.标记控制关键帧

try{

if(marker.numKeys>1&&numKeys>1){

beginAnim=marker.key(1).time;

endAnim=marker.key(2).time;

markerMoveTime=endAnim-beginAnim;

keyStart=key(1).time; 

keyStartN=key(2).time;

keyEnd=key(3).time;

if(time>=beginAnim && time<=endAnim)

{if((time-beginAnim)>=(keyStartN-keyStart)){valueAtTime(keyStartN);}

else valueAtTime(keyStart+(time-beginAnim));

}

else if(time>endAnim)

{valueAtTime(keyEnd+(time-endAnim));}

else if(time<beginAnim) {valueAtTime(keyStart);}

else {value;}

}else value;

}catch(err){value;}

10.计时器

rate=1;// 速率

clockStart=0;// 开始时间点

function minZero(n){

if(n<10)return"0"+n

else

return""+n

};

function secZero(n){

if(n<10)return"0"+n

else

return""+n

};

clockTime=Math.max(clockStart+rate*(time-inPoint),0);

t=Math.floor(clockTime);

min=Math.floor((t%3600)/60);

sec=Math.floor(t%60);

minZero(min)+":"+secZero(sec)

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