I have a shot that has a screen replacement in it - cornerpins, tracking, etc.
I need to re-time the shot using Timewarp, and animating the Timing value (NOT the Speed value) to remap time.
Is there a way to use expressions to link the cornerpin/tracking animation curves to that so they accelerate and decelerate at the same time?
I'm using Bilinear, so the only animated value in Action is the "shape0" parameter. I could dive into the Stabilizer and get to the actual keyframes too I guess...
I don't want to retime the comped version, since the content in the screen will also get time-remapped.
The other solution would be to put a REVERSE Timewarp on the screen content, so that it is slowed-down and sped-up counter to the final re-timing...which is not the most desirable solution...but is there a way to do this as well?
thanks.
Josh Kirschenbaum
VFX Supervisor
Nomad Editing Co
Santa Monica, CA
vfxjokir@gmail.com
You can do this with an eval() expression, it's a neat trick:
1) In the surface's Vertices menu, turn off Shape Chn. You now have the same movement but you can see all the channels under the vertices folder in the animation window
3) Copy your surface and hide the old one
4) On the new surface, select the vertices folder in the animation window
5) Add an expression on this whole vertices folder which references your old surface's vertices channel using eval(). So if your old surface was image1 and your timewarp node in Batch is called timewarp55, use this: eval(image1.vertices, timewarp55.Timing)
6) The old animation is retimed using the whatever curve is in the timewarp 🙂
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