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Continuos rasterization doesn't work with puppet warp when scaling

New Here ,
Sep 27, 2023 Sep 27, 2023

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I saw a post similar to this one, but it was from 2018, and I just wanna check if anyone has any quick fixes to the problem. 

The problem is fairly simple;

I have a super simple animation of a man moving his fingers. I've used puppet warp to do this. I want to zoom in on the animation to highlight the details of the illustration, but the puppetwarp doesn't follow the zoom, so it leads to the fingers not moving. The problem only occurs when I have continiuos rasterization turned on, so the only reasonable solution as of now is to animate it in a much bigger format, so that I don't have to have CR on, but there has to be a better way?

 

I've tried to parent the animation to a null and zoom that way, and I've tried to precomp and scale the precomp. Nothing works. 

 

In the post I saw from 2018 there was this super long workflow to fix the problem, and I need to know if there is a better way.

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correct answers 1 Correct answer

Community Expert , Sep 27, 2023 Sep 27, 2023

You cannot move or scale a layer that has Puppet Pin applied because the mesh is set before the transform happens. When you pre-compose and turn on collapse transformations, you revert to the original rendering order, so transforms break the mesh again.

 

You can apply the Transform effect to the original Puppet Pin layer if it is below Puppet Pin. This makes the transformations occur after the mesh has been created, so things stay intact. Unfortunately, Puppet Pin turns even Shape and Text laye

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Community Expert ,
Sep 27, 2023 Sep 27, 2023

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You cannot move or scale a layer that has Puppet Pin applied because the mesh is set before the transform happens. When you pre-compose and turn on collapse transformations, you revert to the original rendering order, so transforms break the mesh again.

 

You can apply the Transform effect to the original Puppet Pin layer if it is below Puppet Pin. This makes the transformations occur after the mesh has been created, so things stay intact. Unfortunately, Puppet Pin turns even Shape and Text layers into pixels as soon as the mesh is created. The only option for preserving the edge detail is to create the animated character at a big enough size so you never have to scale the layer or the nested comp more than 125%.

 

If your character's hand needs to fill about 80% of an HD frame and you are working in an HD comp, multiply 1920 by .8 and make the character's hand about 1530 pixels wide. This is pretty easy to do if you created the original artwork in Illustrator. You can scale up the artwork until the hand is about 1530 points or pixels wide (pretty easy to see in the Info panel), then resize the Artboard to include all the artwork. Then, all you have to do is import the AE file again or reload the footage. If you imported as a comp, you'll have to reside the comp that AE creates, but all layers should remain in place. 

 

Another option is to animate the scale of your vector artwork or the camera position until the hand is filling the frame, Split the layer (Shift + Ctrl/Cmnd + d), then pre-compose the split layer, collapse transformations, and apply Puppet Pin.

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New Here ,
Sep 28, 2023 Sep 28, 2023

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Thank you for the answer(s)!

For me the easiest alternative was to redo the puppet pins in a split layer. I can't believe I didn't think of that.

 

Thank you for explaining why it happens 🙂 I recently discovered CR and it's been flawless elsewhere.

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