Help! I have to follow a new style format that was originally created for print but now they want video to "emulate" the same look and feel. Basically all objects are on a 3D plane and have reflections and shadows. My problem is that when I create animation for said object I have to create a reflection - I know how to create a static reflection in AE and so far what I do is flip the animated object invert it's y scale and move the position (by grabbing all of the keys) so that it is below the original. Without pre-composing (which would bork the 3D positional coordinates) how could I have the reflection follow the original? I have tried parenting but that doesn't quite do what I want. I have had some success with the following expression with having cast shadows follow the object:
temp = thisComp.layer("Juke Trio-spinning main 3").transform.position;
[temp[0], temp[1]+250, temp[2]-65]
but obviously this won't work for the reflection. I have my objects in a 3d scene with a back wall and a floor. Is there anyway to A - have an object follow the other but constrain it's Y position so that it never leaves the floor and B - Have a reflection actually mirror the main object without having to re-key certain sections?
I know - I want the world. What can I tell you - I hate having to key out something over and over and over....
3d follow - reflections and shadows
You can pre-compose 3D comps.
I'm not sure what you mean by "(which would bork the 3D positional coordinates)"
There is a mode switch called "continuous rasterize" that has an alternate function for a pre-composed 3d layer. Try turning it on and it will "un-bork" your coordinates.
Using your flip technique, a static reflection is no different than an animated one. The copy will reflect if it is footage.
I'm not sure what you mean by "(which would bork the 3D positional coordinates)"
There is a mode switch called "continuous rasterize" that has an alternate function for a pre-composed 3d layer. Try turning it on and it will "un-bork" your coordinates.
Using your flip technique, a static reflection is no different than an animated one. The copy will reflect if it is footage.
Here's the answer:
Duplicate your main object - this will be the reflection. Apply the following expression in the position. You will also have to invert the scale on y (x=100% y=-100%).
// name of the variable for the main object you want to reflect
V=thisComp.layer("Object");
//get the positional information from your main object
VPOS=V.transform.position;
// name of the variable for the floor plane
F=thisComp.layer("Floor");
//position information of the floor
FPOS=F.transform.position;
//the distance between the floor and the object you want to reflect
Distance=VPOS-FPOS;
//this line is where the information is applied to the reflection and viola! your reflection is acting the way it should
NEWPOS=FPOS+Distance;
[NEWPOS[0], NEWPOS[1]+(NEWPOS[2]/4), NEWPOS[2]]
Thanks to one of the programming geniuses at work - we figured it out. And BTW - My comps are a little too complex and continually rastorizing the precomposed movements causes the AE camera to get confused which causes jumping and other problems. That switch works great if you don't have a lot of crap going on - but in my case it just doesn't fly. I needed something quick and almost automatic because I get numerous changes to my videos that have to be done quickly. Thanks though for your input.
Duplicate your main object - this will be the reflection. Apply the following expression in the position. You will also have to invert the scale on y (x=100% y=-100%).
// name of the variable for the main object you want to reflect
V=thisComp.layer("Object");
//get the positional information from your main object
VPOS=V.transform.position;
// name of the variable for the floor plane
F=thisComp.layer("Floor");
//position information of the floor
FPOS=F.transform.position;
//the distance between the floor and the object you want to reflect
Distance=VPOS-FPOS;
//this line is where the information is applied to the reflection and viola! your reflection is acting the way it should
NEWPOS=FPOS+Distance;
[NEWPOS[0], NEWPOS[1]+(NEWPOS[2]/4), NEWPOS[2]]
Thanks to one of the programming geniuses at work - we figured it out. And BTW - My comps are a little too complex and continually rastorizing the precomposed movements causes the AE camera to get confused which causes jumping and other problems. That switch works great if you don't have a lot of crap going on - but in my case it just doesn't fly. I needed something quick and almost automatic because I get numerous changes to my videos that have to be done quickly. Thanks though for your input.
I'm going to move this over to the expressions discussion.