Simulate a blow back action from a small...
Recreate the barrel and add motion blur...
Use Element 3D to animate an iPhone 5 screen
Download Free iPhone 5 in project
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Add some paint splatter elements
Make a muzzle flash actually light up...
Use for saber hits, lighting or even...
Simulate a frozen world around one person
This simple effect uses masks to create...
Create a cosmic Earth zoom in AE
Use masking and parenting to link imagery
Create a dynamic bar graph with...
Streamline graph production without...
Create a 3D set extension with fog using...
Use Camera Tracker to matchmove inside of AE
Create a DVD menu and export for DVD...
Use Encore to build buttons and loop menus
Composite footage into Airplane interior
Build wing from 2D elements and add pyro
Animate a camera through one surface to...
Combine camera mapping techniques with...
Use Trapcode's Particular to generate...
Use an expression to generate random...
Create a stylistic 3D city with 2D...
Built advanced structures and simulate...
Build organic mesh with noise modifiers...
Use procedural texturing to give a...
Composite suspended 3D glass into a live...
Use 3D Max to create a particle system...
Create a ball transition effect with CC...
Use multiple layers to cascade the...
Download and use our free reflection Plug-in
Customize the look of the reflection in...
Use 3DS Max to create a ball shattering...
Composite the passes in AE with DOF &...
Use the new Text animation effect: BLUR
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Add 3D particles and a nice camera move
dont get me wrong all of them are chocked-full of
helpful tips.but this technique can be used in so many ways.
Anyway, Great Tutorial Annnndrew Kramer :D
Thanks :)
It's AWESOME tutorial, thank you Andrew !
But I have a problem! When i finish the script Dirt footages like a texture are no seen any more. No misstakes, I checked many times, I've done all right. Why are they gone? Null object saved the trajectory but there are no dirt charges following.
P.S. Big fan of you, done almoust all your tutorials, you're genius of video design.
Sorry for my bad english.
Thanks
...i have been too carfull...and written it so many times ....pls help this is my expression
Alpha =thisComp.layer("dirt").sampleImage(thisComp.layer("gun").transform.position,[1,1])[3];
on = thisComp.layer("gun").effect("fire rate")("Slider");
off= 0
if (Alpha < 1){
off
}else{
one
on
}
(not one) I saw Andrew make that mistake but he must have edited it out
Alpha =thisComp.layer("dirt").sampleImage(thisComp.layer("gun").transform.position,[1,1])[3];
on = thisComp.layer("gun").effect("fire rate")("Slider");
off= 0
if (Alpha < 1){
off
}else{
one
They sell it in the products page for ~$400 but there is a NAB sale going on so if you get it in the next few days you get 25% off.
Hope I helped!
Keep make me dreaming...
Im using AE CS5.5
I thank you for all the tutorial, Now i can create things on own with the help of your technics.I was able to buy all your elements such ACTION MOVIE ESSENTIAL and PRO SCORES, TWICH and so on. Once again I thank you for your kind support. Please always keep us update. Thans
DANJALO
I wish to Meet you in the Future
Thank you for your many years of dedication to teaching. I have gone from noob to paid VAE.
Sincerely,
Brenden
BWingMedia
thanks
http://vimeo.com/35737993
Man I've REALLY been away from VC. Excellent tutorial as usual!! I especially love your use of expressions. Would love to learn them.
tanx andrew
I want to get a faster computer and get creative.
Thanks
any way thanks
oh forget i have download Action Essentials 2
its have realy coool thinks and irealy like the blood effects
thank you mannnnnnnnn
Particles / second
AlphaDirt = thisComp.layer("Dirt").sampleImage(thisComp.layer("Gun").transform.position,[1,1][3];
AlphaFloor = thisComp.layer("Floor").sampleImage(thisComp.layer("Gun").transform.position,[1,1][3];
AlphaWall= thisComp.layer("Wall").sampleImage(thisComp.layer("Gun").transform.position,[1,1][3];
if (AlphaDirt < 1 && AlphaWall < 1 && AlphaWater < 1){
Off;
} else {
On;
if (AlphaDirt > 1) {
thisComp.layer("GlobalLayer").effect("Slider").setValue(0); }
else if (AlphaWall > 1) {
thisComp.layer("GlobalLayer").effect("Slider").setValue(1);}
else if (AlphaWater > 1) {
thisComp.layer("GlobalLayer").effect("Slider").setValue(2); }
}
}
Sprite Expression
if (thisComp.layer("GlobalLayer").effect("Slider").Value == 0)
{
thisComp.layer("Particular").Sprite = thisComp.layer("Dirt_Debris");
}
else if (thisComp.layer("GlobalLayer").effect("Slider").Value == 1)
{
thisComp.layer("Particular").Sprite = thisComp.layer("Wall_Debris");
}
else
{
thisComp.layer("Particular").Sprite = thisComp.layer("Water_Debris");
}
I know the syntax isn't correct, so this WONT work, but if you fix the compile errors and use the correct functions, it should work? The slider control just acts as a holder for a global variable so the other expressions can reference the value set from sampling the different layers.
Maybe Andrew can comment and fix it for me, I don't even know if it is possible to use an expression on the Trapcode Particle Sprite part..
=)
Thank you.
I really appreciate you sharing your knowledge.
I can't download Project Files
Awesome tutorial as always! :)
This you have to buy, visit: http://www.videocopilot.net/proshop/.
It's well worth the ticket!
http://lmgtfy.com/?q=trapcode
Certainly we'll buy that to support you, dear AK!
Mr. Kramer! We love you, hope to see more magical secrets about gun fire and shooting!
Andrew, How would this work with a video clip, vs a pix???
I'd really like it if you come up with a tutorial specially for 'Motion Design'... Its an amazing concept and I'd really like to learn some cool stuff from you! :)
This campaign is what we've all been waiting for.
You are going to use the bounce physics and wall layers in Particular instead of expressions.
After you create the precomps of the particle sprites and the firerate slider, create a new spotlight and name it Emitter. Next, create a new solid with Particular. Link the pps to the firerate slider with the picwip. Next, change the direction to directional to use the path of the light. Now you can control the starting point of the bullets and the direction of fire.
Now, simply create wall and floor layers with 3d solids and align them to the plate. Precomp them and then mask them to the proper shape. Then setup the particular layer to shoot at the scene. Next, use the bounce physics of Particular and set up each layer as a floor or wall to detect when a bullet hits that surface. Everything else is pretty much the same. Make the size of the original particle 0, and make sure the aux particle inherits its shape from the main particle. Then just duplicate you layer and change you particle type and wall/floor layer.
No scripting, no pixel sampling and it is automatically 3d. I did this a couple of years ago using my car and house with making bullet holes on the cement ground and walls and glass hits on the back windshield. You can use the same technique to add more elements like sparks, glass shattering and the like. Very powerful technique. You can also make patterns and make text like...say the "A-team"
However, no one delivers a tutorial like AK.
I was wondering, since we can use a script for the gun shots, is it also possible to link a bullet hit sound to the gun shot. And in that same course of idea, maybe have a different sound depending what's being hit?