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Specifying the frames you want to map (PB only)
A multiframe layer is any layer whose source varies over time, such as a movie or a compo-
sition. When you map new particles from a multiframe layer, use Time Offset to specify
how you want to use the layer's frames. This provides even more flexibility for the range of
source footage you can use in a single particle animation.
For example, use Absolute Time Offset to map an unchanging image onto a particle, or
use Relative Time Offset to map an animating sequence of frames onto a particle. Both
Relative and Absolute Time Offset can be randomized across particles.
A. Layer of a movie source that stores different, nonsequential objects in each frame B. Using
Absolute Random Time Offset to create particles from that layer
Using Time Offset, you can choose a frame from which to start playing sequential frames
from the source layer you're using to create particles. This way, you can achieve more
realistic particle effects. For example, if you are using a source layer of a bird flapping its
wings with a Relative Time Offset of 0 (zero), the flapping wings for all the instances of the
bird will be synchronized. While this might be realistic for a marching band, it is not
realistic for a flock of birds. To make each bird start flapping its wings from a different
frame in the source layer, specify a Relative Random Time Offset when you set Layer Map
options.
You can adjust the following Time Offset types for Layer Map:
Relative Starts playing the source layer (the layer selected in the Use Layer menu of the
Layer Map property) at a frame based on the Time Offset you specify, relative to the
Playground layer's current time. When you use this option, the source layer frame, which
displays as each particle, advances in step with the Playground layer's current time.
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Creating Particle Effects (PB only)
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