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Expressions & Snippets
Here are list of useful expressions I curated and written. This page is currently being sorted into the pages under Cookbook & JSX Cheatsheet

value + time * 50;
value + [time * 50, 0];
value + (time - inPoint) * 50;
4. Constant Horizontal Motion ("Throw")
x = position[0] + (time - inPoint) * (-10);
y = position[1];
[x, y]

This expression references the X position of the layer above in the Composition panel and adds a fixed increment, resulting in a row of evenly spaced child layers.
var xOffset = 350;
var prevLayerX = thisComp.layer(index - 1).transform.position[0];
[xOffset + prevLayerX, value[1]];
var yOffset = 350;
var prevLayerY = thisComp.layer(index - 1).transform.position[1];
[value[0], yOffset + prevLayerY];
var s = sourceRectAtTime();
// Top left ↖
[s.left, s.top] //
// Top center ↑
[s.left, s.top] + [s.width / 2, 0];
// Top right ↗
[s.left, s.top] + [s.width, 0];
// Center left ←
[s.left, s.top] + [0, s.height / 2];
// Center
[s.left, s.top] + [s.width, s.height] / 2;
// Center right →
[s.left, s.top] + [s.width, s.height / 2]
// Bottom left ↙
[s.left, s.top] + [0, s.height]
// Bottom center ↓
[s.left, s.top] + [s.width / 2, s.height]
//Bottom right ↘
[s.left, s.top] + [s.width, s.height]

A series of duplicated layers with random position values
// Seed for randomization
var seed = 20;
// Define the minimum values for randomization
var minX = 25;
var minY = 25;
var minZ = -1900;
// Define the maximum values for randomization
var maxX = thisComp.width;
var maxY = thisComp.height;
var maxZ = 50;
// Set the random seed
seedRandom(seed, true);
// Generate random values within the defined ranges
var randomX = random(minX, maxX);
var randomY = random(minY, maxY);
var randomZ = random(minZ, maxZ);
// Create an array with the random values
[randomX, randomY, randomZ];
Alternatively, you can use array variables for a preferred and shorter expression.
// Seed for randomization
var seed = 20;
// Define the minimum and maximum values for randomization
var minValues = [25, 25, -1900];
var maxValues = [thisComp.width, thisComp.height, 50];
// Set the random seed
seedRandom(seed, true);
// Create an array with the random values
random(minValues,maxValues)
Both
uniform
var scaleFactor = [];
var parentScale = parent.transform.scale.value;
for (var i = 0; i < parentScale.length; i++) {
scaleFactor[i] = (value[i] * 100) / parentScale[i];
}
scaleFactor;
arr = value;
ps = parent.transform.scale.value;
ratio = 100/ ps[0];
arr*ratio;
Implementation
no parent
w/ parent
3D layers
target = thisComp.layer("Null 1"); // set this to the layer to aim at
p = position - target.position;
radiansToDegrees( Math.atan2( p[1], p[0] ) )- 90
target = thisComp.layer("controls"); // set this to the layer to aim at
p = thisLayer.toWorld(anchorPoint) - target.position;
radiansToDegrees(Math.atan2(p[1], p[0])) - 90
target = thisComp.layer("Null 1");// set this to the layer to aim at
lookAt( position, target.position )
L = thisComp.layer("Null 1");
v = L.toWorldVec([1,0]);
radiansToDegrees(Math.atan2(v[1],v[0]))
try{
cornerEase = 3;
p = transform.position;
t = Math.min(Math.max(time,p.key(1).time+.001),p.key(p.numKeys).time);
pre = position.valueAtTime(t-thisComp.frameDuration*cornerEase);
post = position.valueAtTime(t+thisComp.frameDuration*cornerEase);
delta = post-pre;
orient = radiansToDegrees(Math.atan2(delta[0],-delta[1]));
value+orient+180
}catch(err){value}
value – parent.transform.rotation

// VARIABLES
minSeg = 1.5; //minimum interval (must be > 0)
maxSeg = 2.5; //maximum interval (must be > minSeg)
// flickering duration
minFlicker = .5; //must be less than minSeg
maxFlicker = 1; // must be less than minSeg
flickerDur = random(minFlicker,maxFlicker);
//initial conditions
segEndTime = 0;
i = 1;
// Continuous loop: create a fixed random segment value and add to segEndTime
while (time >= segEndTime){
i += 1;
seedRandom(i,true);
segEndTime = segEndTime + random(minSeg,maxSeg);
}
// Switch back to use the current time as input to the random seed.
seedRandom(1,false);
// As time > threshold, flicker
if (time > segEndTime - flickerDur){random(0,100) }else{ 100 }
// Source: http://www.motionscript.com/expressions-lab-ae65/swinging-light.html
// Also see: http://www.motionscript.com/mastering-expressions/random-3.html

// control = thisComp.layer("control"); // connect to null layer with sliders
freq = 1;
amp = 100;
octave = 1;
amp_mult = 3;
wiggle(freq, amp, octave, amp_mult, time)

// control = thisComp.layer("control"); // connect to null layer with sliders
freq = 1;
amp = 100;
octave = 1;
amp_mult = 3;
opacity = wiggle(freq, amp, octave, amp_mult, time)
// VARIABLES
minSeg = control.effect("minSeg")("Slider"); //minimum interval (must be > 0)
maxSeg = control.effect("maxSeg")("Slider");; //maximum interval (must be > minSeg)
// flickering duration
minFlicker = control.effect("minFlicker")("Slider");; //must be less than minSeg
maxFlicker = control.effect("maxFlicker")("Slider");; // must be less than minSeg
flickerDur = random(minFlicker, maxFlicker);
//initial conditions
segStartTime = 0;
segEndTime = 0;
i = 1;
// Continuous loop: create a fixed random segment value and add to segEndTime
while (time >= segEndTime) {
i += 1;
seedRandom(i, true);
segStartTime = segEndTime;
segEndTime = segEndTime + random(minSeg, maxSeg);
}
// Switch back to use the current time as input to the random seed.
seedRandom(1, false);
// As time moves threshold, flicker
if (time > segEndTime - flickerDur) {
random(0, 100)
} else {
opacity
}

// Mass flickering
vel = 50;
seedRandom(0,true);
Math.sin(time*vel+random(index))*100;

// 'Wave flickering'
vel = 50;
seedRandom(0,true);
Math.sin(time*vel+index)*100;
// Combining
bool = 1
;
vel = 50;
seedRandom(0,true);
wave=Math.sin(time*vel+index)*100;
rand =Math.sin(time*vel+random(index))*100;
bool==0 ? wave : rand;

seed = 29;
threshold = linear(time,0,thisComp.duration,0,100); // or Connect to slider to animate switch on & off
seedRandom(seed,true);
randValue = random(0,90);
if(randValue < threshold){
100;} else 0

v1
v2
seed = 29;
seedRandom(seed,true);
delay = random(0,1);
t = framesToTime(20) // or usethisComp.duration
linear(time, 0+delay,t+delay,0,100)
//VARIABLES
fadeDuration = 1;
maxDelay = .5
//SETUP
seedRandom(index,true);
delay = random(maxDelay);
t = time -(inPoint + delay);
// EXECUTION
linear(t,0,fadeDuration,0,100);
// Distance Based Opacity Fade
// Original: https://helpx.adobe.com/after-effects/using/expression-examples.html
// Full Tutorial: https://www.youtube.com/watch?v=I-Acdl_l9G0&t=14s
startFade = 500;
endFade = 3000;
try {
C = thisComp.activeCamera.toWorld([0,0,0]);
} catch(err) {
w = thisComp.width * thisComp.pixelAspect;
z = (w / 2)/Math.tan(degreesToRadians(19.799));
C = [0,0,-z];
}
P = toWorld(anchorPoint);
d = length(C, P);
linear(d, startFade, endFade, 100, 0)

if (toCompVec([0, 0, 1])[2] > 0 ) value; else 0;
txt = thisComp.layer("Text").text.sourceText;
c = parseInt(txt,16);
r = c >> 16;
g = (c & 0x00ff00) >> 8;
b = c & 0xff;
[r,g,b,255]/255
// Apply on Color Controls
seed = 20;
seedRandom(seed,true); // change true to 0 for constant change
random([0,0,0,1],[1,1,1,1])
x-rot
y-rot
f = 2; // number of frames before and after to average
v = [0,0];
for (i = -f; i <= f; i++){
v += position.velocityAtTime(i*thisComp.frameDuration + time);
}
v /= (f*2+1);
a = Math.atan2(v[1],v[0]);
radiansToDegrees(a)
// turn off auto-orient
//y-rotation for 3d layers
f = 2; // number of frames before and after to average
v = [0, 0, 0];
for (i = -f; i <= f; i++) {
v += position.velocityAtTime(i * thisComp.frameDuration + time);
}
v /= (f * 2 + 1);
a = Math.atan2(v[0], v[2]);
radiansToDegrees(a)

// frequency by amplitude = how fast by how much
wiggle(20,30);
[value[0], wiggle(20,30)[1]] // wiggle y-axis only
// Smooth wiggle — freq,amp,octave,amp_mult
wiggle(20,30,1,2,time)
// Jumpy Wiggle 1 (moves at a random FPS) Makes wiggle skip and hold rather than move fluidly.
v=wiggle(5,50);
if(v < 50)v=0;
if(v > 50)v=100;
v;
// Jumpy Wiggle 2 (moves at a defined FPS)
fps=5; //frequency
amount=50; //amplitude
wiggle(fps,amount,octaves = 1, amp_mult = 0.5,(Math.round(time*fps))/fps);
// Inertial Bounce (moves settle into place after bouncing around a little)
// // Source: https://forums.creativecow.net/docs/forums/post.php?forumid=227&postid=19145&univpostid=19145&pview=t
amp = .05;
freq = 4.0;
decay = 2.0; // springyness
n = 0;
if (numKeys > 0){
n = nearestKey(time).index;
if (key(n).time > time){
n--;
}
}
if (n == 0){
t = 0;
}else{
t = time - key(n).time;
}
if (n > 0){
v = velocityAtTime(key(n).time - thisComp.frameDuration/10);
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{
value;
}
WIP---
choice = Math.floor(random(0,2));
seedRandom(0,false);
stepx = random(0,50);
stepy = random(0,20);
if(choice ==0){
value + [stepx,0];} else if( choice ==1){
value +[0,stepy];}
// Create two text layers named "DATA1" & "DATA2"
// Variables
pad = 50;
xPad = 15;
yPad = 15;
seed = 1 // allow you to change between two text layers
// Making it work
if(seed==1){
src = thisComp.layer("DATA1")
}else {
src = thisComp.layer("DATA2")
};
box = src.sourceRectAtTime(time-src.inPoint);
[box.width + pad + xPad, box.height+pad +yPad];

v = transform.position[0] // x
d = length(v,thisComp.width/2);
maxDist= 960;
ease(d,0,maxDist,100,0)

/* There needs to be two layers named 'startCard' & 'endCard'
This allows rotation value to dynamically change when layers are inserted or removed.
All duplicates need to be placed within these two layers
*/
//anchor point
radius = 500
value+[0,0,radius]
// Y rotation
startIndex=thisComp.layer("startCard").index;
endIndex = thisComp.layer("endCard").index;
numpt = startIndex-endIndex+1; // total number of layers
myIndex = index-startIndex;
angle = 360/numpt
myIndex*angle+

// Make sure there is a camera
//Opacity
startVal = 0;
endVal = 100;
fadeAngle = 180;
v = toCompVec([0,0,1]); // layer position to comp position in Z
d = length(toWorld(anchorPoint),thisComp.layer("Camera 1").toWorld([0,0,0]));
c = v[2]/d;
ease(c,Math.cos(degreesToRadians(fadeAngle)),1.0,startVal,endVal)
angle = transform.yRotation%360;
minAngle = 0;
maxAngle = 360;
mid = (maxAngle+minAngle)/2;
if (angle < mid)
linear(angle,minAngle,mid,100,0)
else
linear(angle,mid,maxAngle,0,100)

// Source Dan Ebbert
fr = 12; // frame rate;
numFrames = 8;
seedRandom(index,true);
seg = Math.floor(time*fr);
f = Math.floor(random(numFrames));
for (i = 0; i < seg; i++)
f = (f + Math.floor(random(1,numFrames)))%numFrames;
framesToTime(f);
seedRandom(index,true);
myDelay = random(1,10);
time + myDelay;
fps = 1;
x = framesToTime(Math.round(time*fps))
//There probably is a better way but I cannot figured it out right now.
//Apply this to a composition with a image sequence inside
seedRandom(0,true);
t= random(0,72);
framesToTime(t);
n = 3 // frames
time*n
n = 3; // play every __ frames
m = 3; // hold each frame ___ times
f= timeToFrames(timeRemap);
p=Math.floor(f/m);
framesToTime(p*n);
- 1.Create a preComp with all the different types of animation
- 2.In the main Comp, put an expression on the time remapping of that preComp
- 3.Add markers to trigger animations
- 4.Learn more
//https://gist.github.com/animoplex/cecf1c64aec4f2733ecd0edbebf4786d

// Copying animation of a layer, and start it at inPoint of layer
thisComp.layer(index+1).transform.position.valueAtTime(time-inPoint)
// Using delay
offset = 1;
thisComp.layer(index+1).transform.position.valueAtTime(time-offset)

nsc
OF
// VARIABLES + SETUP
target = thisComp.layer("master").transform.scale;
maxDist = 1000;
maxDelay = 1;
dst = length(transform.position,[thisComp.width/2,thisComp.height/2]);
delay = linear(dst,0,maxDist,0,maxDelay);
// EXECUTION
target.valueAtTime(time-delay)
//apply to scale
target = thisComp.layer("fade");
fade = target.effect("scale")(1);
delay = target.effect("delay")(1)*thisComp.frameDuration;
dist = length(thisLayer.toWorld(thisLayer.anchorPoint), target.toWorld(target.anchorPoint));
seed = seedRandom(15, true)
randomRange = target.effect("random")("Slider");
rand = (random(-randomRange, randomRange))*thisComp.frameDuration;
offset = delay/dist;
s = fade.valueAtTime(time - offset - rand);
[s,s]

nsc
OF
//Create a null named "EFFECTOR"
//Add 2 Slider Control Effects renamed to "maxDist" and "delay"
// EXECUTE
target = thisComp.layer("EFFECTOR").transform
maxDist = thisComp.layer("EFFECTOR").effect("maxDist")("Slider");
maxDelay = thisComp.layer("EFFECTOR").effect("delay")("Slider");
dst = length(transform.position, target.position);
delay = linear(dst, 0, maxDist, 0, maxDelay);
// EXECUTION
target.opacity.valueAtTime(time - delay)
Last modified 2mo ago