Cookbook

Buck Apeel Circle Ripple

Ensure you have the following

  1. ring shape layer Slider Controls : size,copies, radius (anchorpoint-Y), myIndex

  2. null layer named "controls" with Slider Controls : circle_size, circle_spacing, ring_base_size, ring_spacing, dur

  3. null layer named "colors" with Color Controls x 3

Auto-copies

cir = 2*Math.PI *effect("radius")("Slider"); // circumference of circle
n = thisComp.layer("controls").effect("circle_spacing")("Slider"); // max size of a circle
Math.floor(cir/n) // round down the results

Get myIndex

myIndex = index-thisComp.layer("controls").index-1;

Auto-scaling radius

myIndex = effect("myIndex")("Slider");
c = thisComp.layer("controls");
int = c.effect("ring_spacing")("Slider");
base = c.effect("ring_base_size")("Slider");
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s = myIndex*int;s+ base;

Auto-alternate color

myIndex = effect("myIndex")("Slider");
num = myIndex %3+1;
thisComp.layer("color").effect(num)("Color")

Stagger-animation - balls

myIndex = effect("myIndex")("Slider");
s = thisComp.layer("controls").effect("circle_size")("Slider");
dur = framesToTime(thisComp.layer("controls").effect("dur")("Slider"));
offset = myIndex*dur;
s.valueAtTime(time-offset)

Matrix Binary Rain Code

seed = effect("seed")("Slider");
n = effect("n")("Slider");
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m = b = ''
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for(i=0;i<n;i++){
b = Math.round(random())
m += b;
}

Vucko โ€” From Nothing to Something

Random flickering

// apply this to your Time Remap property of your Sprite render
seed = 20; // option:connect to a slider
segMin = .5; //minimum segment duration
segMax = .8; //maximum segment duration
flickerDurMin = 1;
flickerDurMax = 5;
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end = 0;
j = 0;
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while ( time >= end){
j += 1;
seedRandom(j,true);
start = end;
end += random(segMin,segMax);
}
flickerDur = random(flickerDurMin,flickerDurMax);
if (time > end - flickerDur){
seedRandom(j+69+seed,true);
random(outPoint);
}else{
seedRandom(j+seed,true);
random(outPoint);
}
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// original expression from Dan Ebbert

Falling leaves [1]

//position
yVelocity = 200; //pixels per second
oscFreq = 1.5; //oscillations per second
oscDepth = 35; //oscillation depth (pixels)
drift = 25; // drift (wind?) (pixels per second: - = left, + = right)
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value + [oscDepth*Math.sin(oscFreq*Math.PI*2*time) + drift *time,
yVelocity*time,0]
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//Z ROTATION:
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seed_random(index,true);
random(360);
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//Y ROTATION:
oscFreq = 1.5;
maxTilt = 15; //degrees
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maxTilt*Math.cos(oscFreq*Math.PI*2*time)