Just in case anyone wants to play with an expression. This one requires an active comp camera and can be applied to the layer's scale:
c = thisComp.activeCamera; cp = c.toWorld([0,0,0]);
cv = c.toWorldVec([0,0,1]); z = c.cameraOption.zoom; p = toWorld(anchorPoint); d = Math.abs(dot(cv, cp - p)); value * d/z;
This would keep the layer scaled to the same size regardless of both its position as well as the camera's. If you'd like the camera animation to affect the perceived distance to the layer then you could base the scale on a reference time, in the below example the reference time (rt) is 0:
rt = 0; c = thisComp.activeCamera; cp = c.toWorld([0,0,0], rt); cv = c.toWorldVec([0,0,1], rt); z = c.cameraOption.zoom.valueAtTime(rt); p = toWorld(anchorPoint); d = Math.abs(dot(cv, cp - p));
value * d/z;
-D
On Sat, Feb 25, 2012 at 1:29 PM, Rachel Max <rachelmax@mac.com> wrote:
Thanks! These are exactly what I am looking for.
On Feb 25, 2012, at 1:21 PM, Chris Meyer wrote:
On Feb 25, 2012, at 1:20 PM, David Torno wrote:
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