在After Effects CC 和 CS6 中,当图层 ID 相互靠近时,random() 的行为会变得更随机。wiggle() 表达式不受影响。random(maxValOrArray) 返回类型:数值或数组。 参数类型:maxValOrArray 是数值或数组。 如果maxValOrArray 是数值,则此方法会返回 0 到 maxValOrArray 范围内的数值。如果 maxValOrArray 是数组...
tMin = .5; //minimum segment duration tMax = 2; //maximum segment duration end = 0; j = 0; while (time >= end){ j++; seedRandom(j,true); start = end; end += random(tMin,tMax); } endVal = random(thisComp.width); seedRandom(j - 1,true); x = random(); //this is a...
seedRandom(123456, true); random()*100 此示例中的乘以 100 会将 random 方法返回的范围 0–1 内的值转换为范围 0–100 内的数;此范围通常对不透明度属性(具有 0% 到 100% 不等的值)更有用。 random() 返回类型:数值。 返回范围 0–1 内的随机数。 在After Effects CC 和 CS6 中,当图层 ID ...
Take control of randomly animated movements. Here's how to use the random expression in After Effects.
Returns a random number in the range 0–1. In After Effects CC and CS6, the behavior of random() is changed to be more random when layer IDs are close together. The wiggle() expression is not affected.random(maxValOrArray) Return type: Number or Array. Argument type: maxValOrArray...
Scale bounce – random 比例弹跳—随机 Wiggle—gelatin 摆动—凝结 Wiggle—position 摆动—位置 Wiggle—rotation 摆动—旋转 Wiggle—scale 摆动—规模 Wiggle—shear 摆动—修剪 Wigglerama 摇摆的罗摩 Image-Crevtive图像—创新 Bloom – brights 生长—亮 Bloom –brights +darks 生长—亮+暗 Bloom – crystalli...
More Expression resources Now that you have understood some of the concepts behind expressions,come to the communityfor some real-life examples and to share your work. More like this Expression basics Cameras, lights, and points of interest ...
The Wiggle Expression in After Effects (or AE Wiggle) is a great way to make objects move randomly, have some sort of idle Movement in character joints, animate a random camera shake, create wobbly text or animate a flickering light. ...
so you have to try out different options in order to get the best result. Don’t forget to define theWiggleas it will enable you to create random movements based onthe X, and Yvalues. Add theExpression Pick Whipto theSlider, so when you move the slider control up, the square should ...