Return-Path: Received: from mail-vb0-f53.google.com ([209.85.212.53] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP-TLS id 5356039 for AE-List@media-motion.tv; Fri, 24 Jan 2014 00:25:34 +0100 Received: by mail-vb0-f53.google.com with SMTP id p17so1464915vbe.12 for ; Thu, 23 Jan 2014 15:29:40 -0800 (PST) DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=20120113; h=mime-version:in-reply-to:references:from:date:message-id:subject:to :content-type; bh=mCaD6eRW45B5EHgJxZYIjcuml3bK7ZaIG/IISC2caAw=; b=YeGdbDxAw4PjQH9VXVIERYCBqW8e3dwIl1/KJkSGB6ojwBwmzOkZTFuNr8B16K3IqF a0BXOozyuwc2TLg9GBiA5drCOvKzt06UrU5/rk6z/SA5EKkJnt5ZLjUwqTHmez6ZWi11 o4FLbdAMHTfrs5bN0D3rfdP55kxy5YYOpi3HNe9OX/heLa4oj3k6ilpTJgINtB7zRgUS kg2EtaDenQ2/Wc9Bd+Mp7uB1qgci06dLzs4PeX+gI48JKLtXMZ4vv7QViq62j/LjMoXH YHdrVAPD09u0UwMACuT2SeDPgYzygY/vhoAmAodGEw0F+vbreVlRcRltoBmeMXzBw6WI TNQg== X-Received: by 10.58.85.133 with SMTP id h5mr5967349vez.4.1390519779818; Thu, 23 Jan 2014 15:29:39 -0800 (PST) MIME-Version: 1.0 Received: by 10.58.238.35 with HTTP; Thu, 23 Jan 2014 15:29:19 -0800 (PST) In-Reply-To: References: From: Nathan Shipley Date: Thu, 23 Jan 2014 15:29:19 -0800 Message-ID: Subject: Re: [AE] distribute layers in Z space - but keep "relative" positions To: After Effects Mail List Content-Type: multipart/alternative; boundary=047d7b86f0ba8783d404f0ab9d5a --047d7b86f0ba8783d404f0ab9d5a Content-Type: text/plain; charset=windows-1252 Content-Transfer-Encoding: quoted-printable Try throwing this expression on a 3D layer's scale property with a camera in your scene named "Camera 1" camZ =3D thisComp.layer("Camera 1").position[2] * -1; layerZ =3D position[2]; scaler =3D (1/(camZ / layerZ)) * 100 + 100; [scaler, scaler, scaler] When you move the layer around in Z, it'll scale to appear the same size from the camera's point of view. Then create another camera that you animate -- when the second camera matches position with the original camera, all your objects will line up. I made this a long time ago, but if I recall correctly, it may be off if you use a camera that isn't 50mm, but it should get you started at least! There's probably a more elegant way to do this that Dan Ebberts has already figured out. ;) - Nathan On Thu, Jan 23, 2014 at 3:16 PM, Rachel Max wrote: > Hi again, in the vein of the anamorphic illusions - is there a script or > trick to affect the Z of a layer, but have it appear as if it hasn=92t mo= ved > by scaling it and changing it=92s position? > > I=92ve been eyeballing it but that has to be an easier way or some math I > can do. > > Thanks, > Rachel > > --047d7b86f0ba8783d404f0ab9d5a Content-Type: text/html; charset=windows-1252 Content-Transfer-Encoding: quoted-printable
Try throwing this expression on a 3D layer's scale pro= perty with a camera in your scene named "Camera 1"

=
camZ =3D thisComp.layer("Camera 1").position[2] * -1;
layerZ =3D position[2];
scaler =3D (1/(camZ / layerZ)) * 100= + 100;
[scaler, scaler, scaler]

When you move the layer around in Z, it'll scale to appear the same = size from the camera's point of view. =A0Then create another camera tha= t you animate -- when the second camera matches position with the original = camera, all your objects will line up.

I made this a long time ago, but if I recall correctly,= it may be off if you use a camera that isn't 50mm, but it should get y= ou started at least! =A0There's probably a more elegant way to do this = that Dan Ebberts has already figured out. =A0;)

=A0- Nathan

<= br>
On Thu, Jan 23, 2014 at 3:16 PM, Rachel Max <= span dir=3D"ltr"><rachelmax@mac.com> wrote:
Hi again, in the vein = of the anamorphic illusions - is there a script or trick to affect the Z of= a layer, but have it appear as if it hasn=92t moved by scaling it and chan= ging it=92s position?

I=92ve been eyeballing i= t but that has to be an easier way or some math I can do.

Thanks,
Rachel


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