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| Insert/delete time? |
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Wed, 7 May 2008 12:03:54 -0700 |
Is there any EASY way to insert or delete time in the middle of your
composition?
In Flash you can go to where you want to put in time, select all the layers you
want to be affected, and hit f5 for every frame you want to insert(shift f5 to
delete), and it pushes all keyframes after that point over. I love it.
The client wants me to make a simple change to my After Effects animation, just
a couple extra things happen in the middle, but since the animation is happening
in all sorts of layers and channels I find it rather difficult to insert that
time without messing things up, and then having to spend a bunch of time
realigning all of my animation that was just fine.
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| Re: Insert/delete time? |
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Wed, 7 May 2008 12:26:44 -0700 |
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| Re: Insert/delete time? |
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Thu, 8 May 2008 09:48:00 -0700 |
You cannot insert "time". Whenever you insert "time" in
Flash, you insert discrete frames and events, which is a totally different
concept from AE ("time" has even a totally different use and meaning
in ActionScript...). Still, I don't see how what you want should not be possible
in AE. Why not simply split the layers and slide them to the end of your
extended comp? AE will retain keyframes even in the trimmed areas, so the timing
will not go out of whack. You can easily "freeze" the animation at the
edits using additional keyframes that hold the curent value. Does that not give
you what you need?
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| Re: Insert/delete time? |
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Thu, 8 May 2008 11:00:36 -0700 |
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| Re: Insert/delete time? |
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Thu, 8 May 2008 12:40:14 -0700 |
I agree with Senor Cobb, splitting is not practical when you have 50+ layers,
and while freezing and moving keyframes does work for what I need, it is awkward
when animation that happens on layer two is synchronized with animation on
layers 50, 32, and 20, which is often necessary.
The best way I've found so far, is to maximise the timeline window, "ctrl
a" to select all, hit my best buddy the "u" button to open all
animated channels, then select and move all the keys, then move any in/out
points that dont line up any more.
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