Eleastic Easing Motion Path ?

Can anyone point me out how to set an Elastic or Bouncing movement to a motion Path? The only options I see are basic Ease In and Out . I would also like to have Ease In AND Out on the same movement.   THanks in advance.

It's quite easy.  I have a tutorial on how to do this at Filmmakingwebinars.com, in the 5-Step Tutorial section.  More info than I'm willing to type here in a forum.  But it's based on the ocillate parameter behavior, and some tricks it can do.

Similar Messages

  • FCE HD, confused by Motion Path (I want to change the speed of movement)

    I am a huge FCE noob, let's get that out of the way. I have also been a member here since May of last year, but for some reason it now shows that this is my first post. (????) Anyway, I have figured out how to use a motion path, including curving the path, but I can't figure out how to alter the speed that a "motion path" video enters, or leaves, the screen.
    While I'm here, I also want to learn how to use shapes (as in a circle/triangle/custom shaped border to a video clip) and I have not been able to find that info. I have Lisa Brenneis's "Final Cut Express HD for Mac OS X" book and have not been able to find the answers to these two questions there.
    Thanks in advance for your useful help!!
    BILL

    The first and last keframes can have Ease In/Ease Out applied to smooth the start or stop action.
    Clicking between two keframes on a a motion path should give you Bezier Handles. There a four blue dots on them, the inner two will control speed. Dragging an inner dot along the handle either slows or speeds the action.
    Al

  • Flash CS4 - motion paths

    Hi,
    Im confounded to why this is happening and when it looks so much like a program error, it is sold on the shelves as a final product.
    My frustration at CS4 is that the new motion paths are already on the object, identified by a dotted line which you can edit to change the direction of the motion. When I want an object to go from A to B and then on to C, trying to select the object and position it to B is impossible. I always seem to select a bezier point. After attempting to mvoe it to B and then C, zooming in to take a close look at the path its a mess, overlapping in many points and jsut a MESS.
    Am i doing something wrong?
    To get round the problem I've copied the object in it's location and made another layer and continued the object motion on to B or C.
    I'm animating a mouse curser over my visuals and I've now got multiple layers of the cursor object because of this pathing issue.
    Any advice would be gratefully received.
    thanking you

    The above advice is good. It sounds like you have created some kind of motion path, and you are wanting to further edit it. There are many ways to edit, and some will work out better than others. Editing a motion path differs greatly depending on what kind of path you have.
    1) If you started with a path where you have pasted, say, a stroke as your path (you drew something with the pencil or pen, and pasted it onto your tween), you will be dealing with a lot of auto-generated keyframes -- especially if you used a pencil line instead of a pen line. If you drag your object around, where those keyframes are will affect the resulting path. What to do: Try to modify the path using the Pen tools, or start with a pen drawn path. This way you have fewer keyframes to accomodate for. If you have a pencil-drawn path, try removing keyframes and then adjust the path using beziers. Alternatively, paste the motion path as a raw path on a new layer, adjust it by bending, and then repaste it onto the tween. 
    When you ask Flash to auto-keyframe a pasted path, there's really no way around this. Flash has to create keyframes for you, and isn't able to know how you may want to further edit it. So the above ways are necessary, and unfortunately it's a bit of work whatever way you go.
    2) You may have a path that you  have curved, but you want a linear path "down the road" (later on the tween). In this case, the motion tween is inserting curve property keyframes, because you have curved the path. To make the line straight, you need to convert the points to linear points. You can do this on the path or in the motion editor using the Convert Anchor point tool. Or, you can go in the motion editor, right-click the keyframes and choose "Corner point" or Linear Left/right as needed.
    3) You applied an ease and you're dragging the instance on the Stage. This can be tricky. What you've asked Flash to do when applying an ease is for motion math to take over an animate the position of the instance in relation to values (the original path). The instance is controlled by the ease, and Flash accomodates each time you move it. Oftentimes you can't really tell what's going to happen, especially on the Stage (Flash is doing what's mathematically correct and necessary, but it might not be what you actually want!). In this case you probably want to turn off the ease, create your motion path, and then re-enable the ease and see how that affects the path. Adjusting your work in the motion editor might be easier, as you can see the dotted eased values in the graph, which tell you what's actually going to happen to the motion (the "real" value post-ease).
    4) You used the transform panel or Free transform tool on the motion path, which gave wacky results and then you're moving the instance and things are getting worse. This is one area where motion paths can have less desirable results, as it's using a traditional tool not really designed for the new feature on a new feature. My recommendation is to avoid the transform panel, and use the Free Transform tool instead. In a nutshell, the Transform panel traditionally deals with shapes, and the motion path is not a traditional shape - so there are a lot of calculations swapping back and forth behind the scenes to try and give you what you want. Things can get wacky here, so if you already have something very complex (such as a pasted path with tons of keyframes), your transformations may not be what you actually wanted. Free Transform is better, or even better, manually adjust the beziers.  Another alternative is to, again, copy the motion path as a static raw path, transform it and make your adjustments, and repaste it onto your tween.
    Let me know if you need additional help, or are running into something else entirely.
    Thanks,
    Jen.

  • Unable to set custom speed to motion path on Camera

    This is a followup question to "Controlling speed along motion paths"
    (Many thanks to Mark Spencer and specialcase for the their excellent insights getting me this far =)
    After experimenting with motion paths and realizing they were indeed what I was looking for, I set up my project so that the camera would follow specific paths along 2d images. Everything worked perfectly until I tried to modify the speed along which the camera travels along those paths.
    In the motion path, in the speed drop down menu, I can select Constant, Ease in etc.... all the way to Custom, but they work slightly differently than I expected: while before (ie. applying motion curves to objects as opposed to the camera) I was able to getting a diagonal line in the Keyframe Editor where I could modify keyframes using bezier curves to adjust the speed, now, choosing the various speed options appears to change the "Transform.Position.X" and "Transform.Position.Y" curves directly.
    When I select "Custom", "Motion path" and Custom Speed" appear in the keyframe menu above the Camera drop down, but its curve appears only as a dotted, completely horizontal line in the graphing window. The "Transform.Position.X" and "Transform.Position.Y" curves also revert to horizontal dotted lines. If I try to add curves to the custom speed line, the X and Y curves remain horizontal and the camera does not move.
    Is there some reason I cannot get custom speeds for cameras without losing my motion path data?
    Is there some way to work around this?
    Thanks again for all of your help,
    Tim

    I'm not sure if there is some setting I have wrong:
    When I try this, while I am able to set keyframes, the motion path data is reset. (ie. the Transform X and Transform Y curves reset to 0).
    In the Keyframe Editor, I can make new curves for the X and Y values and for Timing, but the camera does not follow the motion path, it follows the new x and y curves. Trying to get those curves to match the motion path exactly is a large hassle.
    This might help:
    If I apply the motion path to an shape rather than to the camera, everything works perfectly (the object moves along the motion path, and I am able to set keyframes for the Custom Speed curve with no problems whatsoever). If I then copy the motion path directly from the shape and paste it to the camera layer, the path appears as a red curve (as it should), but the camera does not move.
    Is there some way I can upload the motion file so that you can see what exactly is going on?
    Thanks again,
    Tim

  • CP5 - W7 - TIPS - Motion paths

    I want to give back a little to this community, I got a lot of answers on my questions. And I am greatfull for the help.
    I wanted to animate an image to come up from the bottom, but could not find the right animation path. So...
    Follow this guide to learn how.
    You can do your own motion paths!
    Import an image
    Go to Effects
    press the f(x) symbol at the bottom right corner of the effect
    go to browse
    motion paths
    right-click on LeftToRight.xml and choose copy
    paste it in again and you will have something like LeftToRight-copy.xml
    right-click on LeftToRight-copy.xml and chose to edit, preferebly in notepad
    The code you will see
    <Motion duration="60" xmlns="fl.motion.*" xmlns:geom="flash.geom.*" xmlns:filters="flash.filters.*">
    <source>
      <Source frameRate="30" x="51.7" y="75.2" scaleX="1" scaleY="1" rotation="0" elementType="movie clip" instanceName="abc" symbolName="Symbol 1">
       <dimensions>
        <geom:Rectangle left="-97" top="-50" width="97" height="50"/>
       </dimensions>
       <transformationPoint>
        <geom:Point x="0.5025773195876289" y="0.505"/>
       </transformationPoint>
      </Source>
    </source>
    <effect_config  effect_type="motion_path">
    </effect_config>
    <Keyframe index="0" tweenSnap="true" tweenSync="true">
      <tweens>
       <SimpleEase ease="0"/>
      </tweens>
    </Keyframe>
    <Keyframe index="59" tweenSnap="true" tweenSync="true" x="400." y="0">
      <tweens>
       <SimpleEase ease="0"/>
      </tweens>
    </Keyframe>
    </Motion>
    The code you easy can undestand
    In the begining it says duration="60"
    <Motion duration="60" xmlns="fl.motion.*" xmlns:geom="flash.geom.*" xmlns:filters="flash.filters.*">
    More below in the code you see:
    <Keyframe index="0" tweenSnap="true" tweenSync="true">
      <tweens>
       <SimpleEase ease="0"/>
      </tweens>
    </Keyframe>
    <Keyframe index="59" tweenSnap="true" tweenSync="true" x="400." y="0">
      <tweens>
       <SimpleEase ease="0"/>
      </tweens>
    </Keyframe>
    0 to 59 is 60 steps
    You can by altering these values choose how long an object should move.
    Examples:
    Left to right: tweenSync="true" x="400." y="0"
    Right to left: tweenSync="true" x="-400." y="0"
    Top to bottom: tweenSync="true" x="0." y="400"
    Bottom to top: tweenSync="true" x="0." y="-400"
    Mov to left lowe corner : tweenSync="true" x="400." y="400"
    Continue with task
    Change the settings in your file LeftToRight-copy.xml and choose to save and close.
    Rename LeftToRight-copy.xml to for instanse TopToBottom.xml
    choose that path and animate your image
    Preview in browser (F12)
    Thats it you can do it!
    // Daniel

    DPZ,
    That is awesome, I was kinda curious about exporting/importing effect XMLs. Thanks for the tutorial.
    I too wrestled with getting objects to animate the way I wanted. However, I found a different way to achieve what I think is the same thing, and it was all from the interface rather than the XMLs. There is shockingly spare information online and in help about the Cp5 effects, so I'll share this too in case it's helpful...
    First, from the Effects tab I did Add Effect (fx symbol) > Motion Path > LeftToRight. In my example below I added it to a text caption.
    Second, if you look closely at the object amongst the resize handles, you'll see a very small teal box in the lower-right corner. Click on it and you'll see a red arrow appear on top of your object (see below).
    That red arrow represents the start and end points of your motion path. So lastly, you can click on either the red "begin point" square and place it where you want, or click on the green "end point" arrow and place it where you want. Dragging the animation duration in the effects timeline will set how long it takes to complete the motion.
    So far in my experience, this works with any effect that is motion-based. I used it quite a bit on the Entrance and Exit set of effects.

  • Can't select handles on motion path

    Everytime I try to click on and move a handle from a keyframe on a motion path... it suddenly deselects. Sometimes I get the handle, most times I don't. Kinda funny, really. I would select the path, click on a keyframe to make the handles appear, then try to click on one of the handles, and the whole thing deselects. Over and over I go. Am I doing something wrong?

    Thanks, I can be a little at ease now that I know I'm not missing something. I did realize tonight that I do need to be very precise, but that just slows me down a lot. And often I still can't quite grab that handle. Perhaps they could add a Precision setting in Preferences which tells the cursor how close it needs to be to the handle to select it.

  • I am trying to use motion tracking to have text follow a section of the background.The text box follows the motion path, but the text just sits there.  What am I doing wrong?

    I am trying to use motion tracking to have text follow a section of the background.The text box follows the motion path, but the text just sits there.  What am I doing wrong?

    Motion basically looks at the the source footage and it's timing (in the timing section of the Inspector) when analyzing for tracking.  Filters are basically ignored by the tracker.  Retiming actions, like time re-mapping, or retiming behaviors that are applied before the tracker should be used by the tracker.  Did you change the timing after doing the tracking?  If so this would also require you to re-track the shot.  Understanding that you found a workaround, describing the effects you applied would help to explain why you ran into problems.
    Cheers!

  • How can I mass move symbols with their motion paths without creating new keyframes?

    I want to move a lot of symbols all at once if they are off centered or just need to be moved around to see differenr styles across the document, but I can't seem to move a lot of the symbols at once, only one at a time slexting their motion paths. It's rather annoying when I have items coming in at different times and have to re line everything up one by one if I want to move things even over by 1 px. Every time I slecect all my symbols and try to move them it just creates a new keyframe that they follow. Is there any tool or certian way to select the symbols and/or thier motion paths and move them without creating new key frames?

    Hi,
    There's no direct way of moving all the symbols/ motion tweens begining at different frames altogether, but the following steps should help you do it -
    1. Select a motion path on stage, goto Properties panel > Options menu (top left corner) and enable - Always show Motion Paths.
    2. Enable - Edit Multiple Frames option in the Timeline.
    3. Adjust the frame-markers in Timeline to show all your symbols, motion paths etc.
    4. Now that you see all your symbols and motion paths together, Select-all and Move them together. Or, use Shift + click to selectively select the Motion paths/objects and move them.
    Let me know if you have any doubts..
    Regards,
    Nipun

  • Tween or Motion path for blank keynote with animated stars?

    I create star particle effect from this tutorial: http://www.schoolofflash.com/2008/03/flash-cs3-particle-effect/ and got help from this discussion: http://forums.adobe.com/message/5518425 in order to get what I wanted. My code is:
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    myTimer.addEventListener(TimerEvent.TIMER, addStars);
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    function addStars(e:TimerEvent):void
              var star:Stars = new Stars();
              star.x = stage.stageWidth / 2;
              star.y = stage.stageHeight / 2;
              star.alpha = Math.random() * .8 + .2;
              star.scaleX = star.scaleY = Math.random() * .8 + .2;
              star.xMovement = Math.random() * 10 - 5;
              star.yMovement = Math.random() * 10 - 5;
              starsArray.push(star);
              addChild(star);
              star.cacheAsBitmap = true;
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                        star.y += star.yMovement;
                        star.alpha -= .01;
                        star.scaleX = star.scaleY -= .01;
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              starsArray.splice(starsArray.indexOf(star), 1);
              removeChild(star);
    However, I wanted to move the star particles around. The problem is that the star isn't on the screen, but is called in the actions in the blank keynote. I don't know what I should do next to get the result. I looked up online for tweens and motion paths but all i see is that they required the star to be right on the screen, I think? I also heard something about the compiled clip but I don't know how I should go about creating one and using it to move around the stars while it's animated with all the actionscript. All I wanted is for the star particles to float around the screen (on a path that I can draw out if possible).....

    Each star is created in the addStars function. Its position is set in the first two lines:
         star.x = stage.stageWidth / 2;
         star.y = stage.stageHeight / 2;
    So, to move each star to a new location when it appears on the stage, you'll need to change the x and y property values for each star. One simple way to do that is to use that same Math.random() function.
    Try changing those first two line to:
              star.x = Math.random() * stage.stageWidth;
              star.y = Math.random() * stage.stageHeight;

  • FR: Ability to move entire Motion Path (as in After Effects)

    If you like this Feature Request, please copy/paste on Adobe's Feature Request page to get your voice heard: www.adobe.com/go/wish
    *******Enhancement / FMR*********
    Brief title for your desired feature: Ability to move entire Motion Path (as in AE)
    How would you like the feature to work?
    The same way it currently works in After Effects: ability to move an entire motion path by selecting all of the motion path's keyframes before click-moving one of the selected keyframes in the Canvas/Program Monitor.
    Why is this feature important to you?
    This feature makes it so much more efficient to move a motion-animated asset to a new location without inadvertently changing the motion path.  This tremendous workflow efficiency works wonders in AE and could work equally well in Premiere Pro.

    When previewing, make sure that you're using RAM preview to get real-time playback:
    http://helpx.adobe.com/after-effects/using/previewing.html#use_ram_preview_to_play_video_a nd_audio
    See this regarding the issue with your output file stuttering:
    http://forums.adobe.com/thread/684381
    Most important, start here to learn the basics:
    http://adobe.ly/AE_basics

  • Errors with interactive pdf containing motion paths

    I have created an interactive pdf in indesign with simple motion paths. In the preview in indesign it works perfect, but the animations do not work in the exported pdf. This is created in CS6 and I have the creative suite standard installed.

    I have tested with both Acrobat Pro X (10.1.1)  and Acrobat Reader XI (11.0.0.). Due to IT  restrictions I am unable to use such "transfer files" providers, so I am bit stuck. I have tried to put the different animations in layers and in one layer only, with same results. I am
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  • Multiple motion paths in CS5?

    Hi-
    I'm new to Flash and have a question. I'm creating a Helium atom for my technology class and am trying to get 2 electrons to circle the nucleus. I've successfully created a classic motion path where one electron circles the nucleus. How do I create another (duplicate) motion path for the other. I'm not sure this can be done, hence the question.
    Any suggestions for the newbie would be greatly appreciated.
    Thanks,
    Mark

    Select the frames where your motion path is being placed on, right-click and select "Copy Frames" and paste them on a new layer

  • Using Light as Motion Path for Trapcode Particular

    Hi,
    I am trying to make an animation for a project, but I cannot figure out some things.  I am trying to create the effect that a person is throwing money out the back of a car.  I have the live shot of the person in the car, but I cannot get the money to behave how I want it to. I am trying to use the Trapcode Particular, but I can't get the particles to follow any motion path.  When I set the settings to motion path, it prompts me to create a light.  I create a light, but can't figure out how to make that light have an actual path rather than simply being a spot light.  Please help! I'm sorry if I don't make any sense, please ask me to clarify if you need it.
    Nicole

    KWNWY wrote:
    I am trying to use the Trapcode Particular, but I can't get the particles to follow any motion path. ...
    Because you are doing it all wrong! If you wanted to use the Motion Path option in the Air physics model, your light would have to be exactly named like that - Motion Path 01. It's not what you want, though. I'm 100% certain of that. You are looking to create a conventional light emitter, which is a whole different thing. For that, your light should be named Emitter (or whatever other prefix you define in the plug-ins Options/ Settings panel). Then you must set the emitter type to Light. If you use spot lights and want your money to emit directionally, you need to set the emitter to Directional as well. Apart from that, Particular will use the light's color, cone angle and intensity to colorize and eject the particles. After that, you can animate the light in 3D space to whatever you need it to do.
    Mylenium

  • Motion Path Madness

    More specifically, the start and end points of the motion path. They are driving me crazy. Maybe I am overlooking something that is so ridiculously basic I am not finding it, but here's my issue. I've got a motion path on an object. The start point has a position of X: -77, Y: 16. I'd like the end point to be X: - 77, Y: 50, but everytime I try to move the end point, it ends up moving the X axis to something ridiculous like -77.78, clearly and visibly making my path something other than a straight line. Is there a way to get around this? I experience this issue quite a bit and have been unable to successfully find an answer. Perhaps I am just not using the right search terms? Any help would be greatly appreciated.

    Hey Q*bert,
    Thanks for the tip. I've also found that if you hold the Option key while dragging a point it seems to keep the coordinates at whole numbers. I was getting my problem with the snapping turned on as well, though I wasn't always at the beginning of the timeline when attempting a move.
    I haven't been using keyframes just because I haven't really thought about it since getting Motion. The behaviors are just so much nicer to work with and the ability to scale and move them without worrying about the keyframe position is nice.

  • Sometimes Circles -- Sometimes Bowen Knots: Motion paths made in Illustrator

    I am doing a very meticulous animation in after effects CS6. To execute this project I made all paths in illustrator CS6. Think of the shape as being the Earth, and the motion path as being Earth’s orbit around the sun. I parented the shape (the shape that will follow the motion path; Earth) with a null object, the shape parented by a null object will then be parented by another null object (the path I created in illustrator CS6, at this point I paste the shape (motion path; Earth’s orbit) into Transform: Position.
    The problem:
    Some motion paths go around the originally made circle, in a perfect cyclical motion. This is what I want. Some motion paths go around the four paths in a square direction, resembling the command symbol on a mac keyboard, also know as the Bowen knot. I do not want this.
    My questions:
    How do I make every motion path (the perfect circle I made in Illustrator) to function cohesively and dissimilar to the original circle, and not like the command symbol? Why is the conversion doing this to some, but not all shapes?
    Best,
    Chris

    Everyone – thank you to all who responded.
    A personal thank you to Rick for spending time and executing a visual explanation.
    It turns out my video wasn't published originally, if you need more information click: http://www.dailymotion.com/video/x1dba60_a-letter-1_creation
    To answer your questions: the Earth's orbit refrence is a simile.
    I understand the process seems irrational; I being with illustrator because I’m trying to find the exact angle to the center point, in addition to the size of the circle. In other words, a circle has four points, turn the circle the correct amount of degrees and one point starts on the center point (the black dot), the other half ends on the colored dot. The only way I know how to do that is by using a plug-in with illustrator (to get the angle from the colored dot to the center point, and the size of the circle), an analog of this plug-in is not offered in after effects.
    My original question: why when I paste the circles (that are already made in illustrator) into the null: position in after effects, some give me a perfect circle, some give me a Bowen knot? I appreciate the suggestions about only in after effects, unfortunately the circle paths were already made in illustrator.
    Best,
    Chris

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