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thomasb56634628
Participant
May 7, 2018
Question

Ignoring Time Remap expression

  • May 7, 2018
  • 1 reply
  • 506 views

Hey everyone,

Was hoping I could figure this one out on my own and not bother anyone but I'm finding myself pretty stuck, so, here it goes...

I am building a facial character rig and on my main comp I created a light direction controller to dictate where the shadows should fall across a few of the pre-comps. It works perfectly for all of my pre-comps except one; the mouth and I believe that is because it is running at a different frame rate (10fps vs 30fps) than the main comp AND because it has time remapping on it (to control which mouth position should be selected).

I know I can set up a multiplier to adjust for the different frame rates but is there a way / is it even possible to ignore the time remap within the mouth pre-comp to reference the time of the main comp... or perhaps set up a  stand alone timer within the mouth pre-comp that ignores the remap?

Thanks everyone.

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1 reply

Community Expert
May 7, 2018

Frame rate sets the number of frames that playback per second, it has nothing to do with time. If your nested comp takes 5 seconds at 10 fps, it will still take 10 seconds if it is nested in a 30 fps comp or in a 60 fps comp because time is time.

There is an option to preserve frame rate when nested that will cause frames to be skipped if the frame rates do not match, but if you turn that off then the time remapping used in your 10 fps comp will smooth out the motion between frames. If you are using keyframes to animate mouth position this will probably not be a good idea. What you should do is just change the frame rate of the nested comp. Make sure that the time indicator for the comp is set to time so Time Remapping will be using time instead of frames and then just change the frame rate of the comp to 30. The missing frames should go away.

If that doesn't work then you'll need to go back to the 10fps comp, set it to time instead of frames and redo your keyframe values.

thomasb56634628
Participant
May 7, 2018

Thanks for the response Rick!

I actually found a great work around. What I ended up doing was creating a new layer with the same mouth shapes one step up from the pre-comp that had the mouth shapes (w/ time remaping applied to it) and used the time being called on the remap to determine the opacity of the mouth that should be shown.


Example:

if(Math.round(thisComp.layer("MouthComp 1").timeRemap * 10) == 8){ 100 } else { 0 };

This way I could still reference the main comp's time to dictate the shadow direction but still have a matching mouth shape layer for it to be applied to.