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mirroring wiggle with a pin

New Here ,
Sep 01, 2020

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This is kind of hard for me to explain:

I need a position puppet pin to move relative to an object that has Wiggle. Basically it needs to mirror it's movements but in a different position. 

Can anyone think of an easy way to do this? 

 

I tried using the pickwhip to match positions but it just places the pin direcly inside the object, but I need it to follow from a different point. 

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mirroring wiggle with a pin

New Here ,
Sep 01, 2020

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This is kind of hard for me to explain:

I need a position puppet pin to move relative to an object that has Wiggle. Basically it needs to mirror it's movements but in a different position. 

Can anyone think of an easy way to do this? 

 

I tried using the pickwhip to match positions but it just places the pin direcly inside the object, but I need it to follow from a different point. 

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Sep 01, 2020 0
Adobe Community Professional ,
Sep 01, 2020

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you can always add 

* -1

to your expression to get a negative value, but maybe you will face an issue with the position parameter so your object will go outside the screen, any way you can fix that by using transform effects and set the position where you want it

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Sep 01, 2020 0
Most Valuable Participant ,
Sep 01, 2020

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Without an understanding of your setup nobody can advise specifically. Show us a screenshot and explain what needs to go where.

 

Mylenium

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Sep 01, 2020 0
Guide ,
Sep 02, 2020

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Your question is a bit unclear, but that's a technique might be useful to you:

 

Outsource the wiggle and apply it everywhere you need it.

 

To do so, create a null object and put it on position [0,0]. Add the wiggle on this null.

The wiggle will take the position, calcuated the wiggle and return position + wiggle value. Since position is 0, you get the pure wiggle value in return.

 

Now on your pin, you add this expression:

 

    wiggle = thisComp.layer("Null").transform.position;

    value + wiggle;

 

If you need wiggle's individual x and y values, you can access them by:

 

    wX = wiggle[0];

    wY = wiggle[1];

    // the same applies for 3D layers: wZ = wiggle[2];

 

And if you want to change values, you can do, for example:

 

// change sign: +4 -> -4

invertedWiggle = wiggle*-1;

 

// change directions x -> y

reversedXY = [w[1], w[0]];

value + reversedXY;

 

// invertd and change directions +x -> -y

invertedReverse = reversedXY*-1

value + invertedReverse

 

and so on ...

 

 

If you don't want to add another layer to your comp, you can also add a 2D or 3D point controll effect and apply the wiggle on it. Just make sure the standard values are all 0.

Then you pickwhip the point control as wiggle and all the rest stays the same.

 

*Martin

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Sep 02, 2020 0