After Effects Expressions - controling comps from main comp using an "Expressions Layer" - adobe

THE GOAL I WANT TO ACHEIVE:
Control AE timelines using ONE EXPRESSION LAYER (much like using Actionscript) to trigger frequently used comps such as blinking, walking, flying etc... for cartoon animation.
I want animate a the blinking of a cartoon character. (and other actions, explained below) Rather than "re posting" the comp or key frames movements every time I want a blink or a particular action, I want to create a script where I can trigger the Blink comp to play. Is this possible? (Sidenote: A random blink through entire movie would be nice) but I still want to know how to do this for the reasons below.
Ideally: I would like to create an "Expressions layer" in the main comp to TRIGGER other comps to play. At certain points I would like to add triggers to call frequently used comps that contain actions like.. Blinking, Walking, Flying, Look Left and Right etc...
IT WOULD BE AMAZING IF somehow we could trigger other comps to begin, repeat, stop, maybe reverse, and do this all from one Main Comp using an expression layer.
WHY DO IT THIS WAY?
Why not just paste a comp in the spot you want it to play every time you want such action? Well in after effects if you wanted a "blink comp" to play 40 times in two minutes you would have to create 40 layers, or pate the key frames on that comp 40 times. Wouldn't it be awesome to trigger or call it from one one layer when you wanted it from one expressions layer?
We do something like this in Flash using Actionscript all the time. It would be awesome if there was a method out there to achieve this effect. This would be an OUTSTANDING tutorial and I believe it would be very popular if someone did it. It could be used for a MULTITUDE of amazing effects and could save a ton of time for everyone. Heck, help me figure this out and perhaps I will make a tutorial.
Thank you all ye "overflowing Stackers" who contribute! :)

I found the answer and that is...
IT'S NOT POSSIBLE.
After Effects expressions can not control other timelines. Unfortunately you have to put an expression on each layer you want to affect.
The next best solution, and to achieve something close to what I was asking can be found on this link: motionscript.com/design-guide/marker-sync.html
We can only hope that Adobe will someday give the power to expressions like they did with action-script.
HOPEFULLY SOON! Anyone reading this who works for Adobe please plead our case. Thanks

Part 1: Reference other layers in pre-Comps
Simply replace "thisComp" with "comp("ComName")"
To reference Effect-Controllers between compositions, follow the below formula:
comp("ComName").layer("LayerWithExpression").effect("EffectControlerName")("EffectControllerType")
More In-depth Answer: Adobe's Docs - Skip to the Layer Sub-objects part
As I understand the Adobe documentation, only Layers can be accessed,
not footage. What this means is that you will need to create your
expression link utilizing a pre-Comp. Footage can not access this so
that also means no nulls, adjustment layers, etc.
As an added bonus, if you use the essential graphics panel, you can put all the controllers in one pre-comp, but have the controls available no matter which comp you are in. Just select it in the Essential-Graphics dropdown.
Part 2: Start/End based on other layers within pre-comps:
Regarding the next part where you want the expressions to activate based on other compositions, I recommend using the in-out Point expression.
inPoint | Return type: Number. Returns the In point of the layer, in seconds.
outPoint | Return type: Number. Returns the Out point of the layer, in seconds.
If you utilize the start time overrides you can pull this from:
startTime | Return type: Number. Returns the start time of the layer, in seconds.
Alternate Option:
I would recommend avoiding this as the keyframes are basically referenced as an index, so things can get messed up if you add one ahead of a keyframe you were already using - def incorporate some error handling.
Refer to the Key attributes and methods (expression reference) Here
Part 3: Interpolation & Time Reversal
You can time reverse the layer in the rightclick->time, otherwise this is all interpolation expressions like loop out etc - you can loopOut("FOO") a pre-comp if you not only cut it correctly, but also enable time remapping.
then use this to loop those keyframes;
try{ timeStart = thisProperty.key(1).time; duration = thisProperty.key(thisProperty.numKeys).time-timeStart; pingPong =
false; //change to true value if you want to loop animationn back &
forth quant=Math.floor((time-timeStart)/duration);
if(quant<0) quant = 0
if(quant%2 == 1 && pingPong == true){
t = 2*timeStart+ (quant+1)*duration - time;
}
else{
t = time-quant*duration;
}
}
catch(err){
t = time;
}
thisProperty.valueAtTime(t)

Related

AzerothCore: does rate.drop.item.quality from the worldserver.conf affect world drops?

I want to modify world drop rates, but I'm not sure how the rate.drop.item works. It seems to not affect all drops as I would have expected.
I've done some testing using various values from 200 all the way up to 10,000,000 and the results seem strange. Normal enemies don't seem to drop world blues any higher than normal, unless it's something normally on their drop table, like a blueprint or something (I tested this on many enemies across a few different zones). Enemies in dungeons drop many more BoE blues, but it would appear to be BoE drops specific to the instance, not world drops.
Oddly, chests seem to act as I would expect, if I have the rate.drop.item.rare set to a very high value, I will receive several world drop rares from the chest. It just doesn't seem to affect creatures.
I don't think this matters, but I was testing this with GM privileges.
Can anyone clarify more precisely how this configuration option works, and if it doesn't affect world drops, is there a config that does, or will I have to edit some tables to achieve this?
Thanks.
UPDATE
I ended up modifying the database directly. Here's the update I ran
UPDATE acore_world.creature_loot_template INNER JOIN reference_loot_template ON creature_loot_template.reference = reference_loot_template.entry
INNER JOIN item_template ON reference_loot_template.item = item_template.entry
SET creature_loot_template.Chance = creature_loot_template.Chance*5
WHERE creature_loot_template.Reference != 0 AND creature_loot_template.Chance < 1 AND (item_template.quality = 3 OR item_template.quality = 4)
AND creature_loot_template.GroupId != 0 AND (reference_loot_template.comment NOT LIKE '%ReferenceTable%')
The way Loots are managed in AzerothCore is more complex than it seems: it is not only about the drop chance of every single item but there are also other factors for example Groups etc...
I recommend reading:
https://www.azerothcore.org/wiki/loot_template
To understand how the core reads the loot tables.

How to implement JS infine scroll

I would like to display a table which have several thousand rows with complex formatting (color, font, border, etc. done on the ASP.Net Core server).
Initially, I generated an html copy of all the data (stored in a SQL Server database), but realised it wasn't optimal since the generated html data accounted for more than 50MB.
No, I only generate about 200 rows; 100 visible and 50 hidden above and below (cache). I would like to freely scroll the tablen, but when there are only 25 hidden rows above or below, fetch new rows from the controller which are then prepend or append to the table. Basically, I want to give enough room so I can can populate the table when I'm scrolling through the "hidden" (cache) rows.
Everything seems to work well, but I believe I need to use a web-worker to run the function in a background thread which add new rows to the table independently of the table being scrolled.
Below is a excerpt of the code :
I use a debunce function to only catch the lastest position of the mouse scroll.
The scroll function basically only checks whether there are enough hidden rows (cache) above or below the table. If it reaches the threshold, it either prepends (scroll upwards) or appends (scroll downwards) rows obtained from the controller.
The main issue is that I can't scroll the table when the new rows are being fetch as the page freezes. It only takes about 1 to 2 seconds to populate to new (scrollable) rows but it isn't smooth.
Could anyone help me improve the code? (general ideas) I also read that there are already existing libraries but can't really get my head around them..
$('#fields-table > tbody').on('wheel', _.debounce(async function (event) {
await scroll(); // Probably change it to a web-worker or promise?
}
async function scroll() {
var threshold = 200; // Corresponds to approximatively 50 rows (above and below).
var above = $('#fields-table').scrollTop();
var below = $('#fields-table > tbody').height() - $('#fields-table').height() - above;
// Gets the scroll delta based on the table heights.
var delta = 0
if (above < threshold) delta = above - threshold; // Scrolls upwards.
if (below < threshold) delta = threshold - below; // Scrolls downwards.
await addCacheRows(delta); // Prepends (delta < 0) or appends (delta > 0) or appends rows obtained via the fetch API.
}
Your problem is unlikely to resolve with a web worker. Without seeing more code I cannot tell for sure, but I suspect your code to generate new rows is not sufficiently efficient. Remember:
Use DocumentFragment to create the HTML, do not immediately append it to the main DOM tree row by row. Appending elements to a document triggers some recalculations.
Unless this is a LOT of data or requires lots of work serverside, you can immediately start preloading next/previous rows. Keep the promise object and only await it once you need them, that's the simplest way to go around it
Use passive scroll event listener - Firefox even shows a console warning whenever you do not do that
There is no way generating 200 rows of table data should take seconds. Since you use JQuery anyway (really, in 2022?), note that there are plugins for this. I don't remember what I used, but it worked perfect and scrolled smooth with much more data than what you have.
Thank you for your help. I realise it won't be as straightforward as I initally thought (I made some tests with WPF virtualization as well).
Regarding the time it takes to generate the extra rows, I believe it mostly comes from the server. Sure, I can probably load new rows independently of the threshold.
I've never heard about DocumentFragment, but that something I should definitely consider.

SendGrid Handle bars variable in json not show up when used a second time

I have this handle bars statement in SendGrid. When using the variable taskCount the value is only used in the greaterThan block. The other 2 times it is used it appears to be null.
Here is the json data
{
"Username":"ChampCbg",
"JoinedAt":"12/1/2020",
"DaysSinceJoined":"20",
"taskCount":5
}
here is statement with handlebars
{{#greaterThan taskCount 0}}
Congrats on starting {{insert taskCount "default=1"}} task{{#greaterThan taskCount 1}} (s){{/greaterThan}} and taking the first small step.
{{else}}
You have not started a task yet. What are you waiting for? It has been {{DaysSinceJoined}} days since you joined on {{JoinedAt}}.
You have missed {{DaysSinceJoined}} days where you could been making Small Steps towards the dreams of you better tomorrow.
{{/greaterThan}}
Here is the end result
Hello ChampCbg!
Congrats on starting 1 task and taking the first small step.
Don't let another day pass you by. Start designing you vision board
today.
As the results show the greaterThan block selects the correct statement, but then next times taskCount is used the default value and null value are chosen.
What is the cause of this?
Twilio SendGrid developer evangelist here.
Honestly, I thought your template would work as you wrote it. But I tried it out and it did not (not that I didn't believe you, I just had to do that to work out what to do!).
So, the way to deal with this is to refer to the variables in your data using the #root object within the greaterThan conditional (or other conditionals).
Try this as your template:
{{#greaterThan taskCount 0}}
Congrats on starting {{insert #root.taskCount "default=1"}} task{{#greaterThan #root.taskCount 1}} (s){{/greaterThan}} and taking the first small step.
{{else}}
You have not started a task yet. What are you waiting for? It has been {{#root.DaysSinceJoined}} days since you joined on {{#root.JoinedAt}}.
You have missed {{#root.DaysSinceJoined}} days where you could been making Small Steps towards the dreams of you better tomorrow.
{{/greaterThan}}

How to make car add points/laps as it goes over finish line?

I am programming a simple top-down car game on game-maker where the purpose of the game is to get as many points/laps by driving the car around the oval shaped track.
The car drives with speed = 5 and changes direction with the code direction = direction + 2;
image_angle = direction;
If you couldn't tell already, i'm new to coding however i have been searching for a solution for at least a fortnight and haven't found anything- How can i make the game add a point every time that the car goes through the finish line? I suppose there would have to be a collision event between the car and the finish line but i do not understand the code that would take place in order to add a point and if I did code the game to add a point i anticipate that there will be a bug where by several points will be added (instead of 1) when the car goes over the finish line as it is "colliding" the whole way as it goes over.
How can I make a point be added every time the car goes around the track?
If you need any further information i'd be glad to help. Thank-you.
With Kake_Fisk's help i set up 3 midway lines around the track and created a collision event between the car and the midway lines: prntscr.com/c4uecl - the problem is that add_point doesn't actually do anything and i would be glad to have some help. Another problem i am encountering is that he car was originally meant to turn with the mouse button 1 but when i tried that the car only turned when i aimed on it if you get what i'm saying, do you have a solution for that also?
obj_car:
creation event:
points = 0; //instance variable
step event:
if(place_meeting(x,y,obj_line)) {
points += 1;
}
if(points == 3) {
room_goto(rm_win);
}
First, you have an other problem you need to think about. What stops the player from just driving forth and back over the goal line? You would need to add invisible lines throughout the track. If all these lines have been passed, you know the player has driven the car through the whole track.
You want to trigger some code once, when the car hits the goal line. By utilizing the previous system, this can be done quite easily. In collision with goal line, use something like this:
// If all the invisible lines in the track has been visited
if (midway_lines == 3)
{
// Sets the variable back to 0 so this piece of code only gets executed once
midway_lines = 0;
add_point();
}

Errors When Calculating Distance Between Two Addresses

I have the following script which is being used in a spreadsheet to calculate the driving distance between two cities or a city and a zip code of another city. It is being run for approximately 25 locations simultaneously. To better explain, I have cell B3 in which I enter a new city every time. The script is then used in cells adjacent to my 25 plant locations to calculate the distance from each of my plants to the variable city.
It uses google sheets built in mapping api and works on 80% of the calculations but returns "TypeError: Can Not Read Property "legs" from undefined. (line 16). The plants that it fails on vary with every new city so its not like it is for certain locations. It is almost like the api times out before it completes some of them. I split it into two separate scripts with a varied name and that worked for a day but then 20% fail again.
To make things slightly more odd, I have another script that sorts the plants based on closest distance to the variable address. When you sort the plants, even the ones with errors go to their correct location based on distance. So it is like the distance script is obtaining the correct disance but displaying the error anyways.
Clear as mud? Would love any input I could get on how to correct the issue or an alternate mapping api that could solve my problems.
function distancecalcone(origin,destination) {
var directions = Maps.newDirectionFinder()
//Set the Method of Transporation. The available "modes" are WALKING, DRIVING, BICYCLING, TRANSIT.
.setMode(Maps.DirectionFinder.Mode.DRIVING)
//Set the Orgin
.setOrigin(origin)
//Set the Destination
.setDestination(destination)
//Retrieve the Distance
.getDirections();
return directions.routes[0].legs[0].distance.value/1609.34;
}
Have you tried using a try-catch block around directions.routes[0].legs[0].distance.value ?
try{
return directions.routes[0].legs[0].distance.value/1609.34;
}
catch (e){
console.log("error",e)
}
or you could try something like this
alert(directions);
alert(directions.routes[0]);
alert(directions.routes[0].legs[0]);
alert(directions.routes[0].legs[0].distance);
alert(directions.routes[0].legs[0].distance.value);
and so on...to find out which one comes up as undefined the first. That might help you to debug the issue.
Enable Direction Api
1)Go to "google cloud platform"
2)go to "Api and services"
3)search for "direction api" and enable it
The directions service is subject to a quota and a rate limit. Check the return status before parsing the result.
For lots of distances (or at least more than 10), look at the DistanceMatrix.
I'm able to run the script from the Script editor, but not from spreadsheet. The error is "unable to read property legs" when the function is called from spreadsheet. But the property is in place when called from Script editor and contain correct values.
You probably need to use WEB API and have API KEY:
Google Apps Script - How to get driving distance from Maps for two points in spreadsheet

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