// Inertial Bounce (moves settle into place after bouncing around a little)
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);
amp = .025;
freq = 2.0;
decay = 3.0;
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{
value;
}
// Inertial Bounce (moves settle into place after bouncing around a little)
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);
amp = .025;
freq = 2.0;
decay = 3.0;
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{
value;
}
(缓冲下落)
// Inertial Bounce (moves settle into place after bouncing around a little)
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);
amp = .025;
freq = 2.0;
decay = 3.0;
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{
value;
}
(缓冲缩放)
// Inertial Bounce (moves settle into place after bouncing around a little)
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);
amp = .025;
freq = 2.0;
decay = 3.0;
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{
value;
}
(缓冲旋转)
delay = .08;
myDelay = delay*textIndex;
t = (time - inPoint) - myDelay;
if (t >= 0){
freq =2;
amplitude = 100;
decay = 8.0;
s = amplitude*Math.cos(freq*t*2*Math.PI)/Math.exp(decay*t);
[s,s]
}else{
value
}
(文字数量表达式)
wiggle(0,0)
(颤动表达)
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