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Scaling an object up from 0 doesn’t mean it has to look like static object. You don’t even have to touch scale for that matter. CC Flo Motion can create a warpy scale that stretches the object into place. 
Disable Tile Edges. Only use one Knot. Set the Knot 1 position like you would an anchor point to control where the layer scales from. Tweak the Falloff to change the shape of the warp. Precomp or grow bounds to avoid cutoff. 
Note: triangle has a Transform effect before FloMotion to add the rotation. The layer’s transform controls happen after the effects.

Scaling an object up from 0 doesn’t mean it has to look like static object. You don’t even have to touch scale for that matter. CC Flo Motion can create a warpy scale that stretches the object into place.

Disable Tile Edges. Only use one Knot. Set the Knot 1 position like you would an anchor point to control where the layer scales from. Tweak the Falloff to change the shape of the warp. Precomp or grow bounds to avoid cutoff.

Note: triangle has a Transform effect before FloMotion to add the rotation. The layer’s transform controls happen after the effects.

Heavy use of Wave Warp, CC Cylinder and Bulge.
http://vimeo.com/67778312http://mrsplouff.tumblr.com

Heavy use of Wave Warp, CC Cylinder and Bulge.

http://vimeo.com/67778312
http://mrsplouff.tumblr.com

Body and face shadows with Radial Shadow.
The face had to be keyframed but the rest of the character rig is controlled by one null. Made entirely of circle shape-layers, each circle in the body has a crude collision detection expression on its position. When it runs into the floor the Y position is clamped. As a circle reaches the edge of the floor it interpolates to the correct position. 

Body and face shadows with Radial Shadow.

The face had to be keyframed but the rest of the character rig is controlled by one null. Made entirely of circle shape-layers, each circle in the body has a crude collision detection expression on its position. When it runs into the floor the Y position is clamped. As a circle reaches the edge of the floor it interpolates to the correct position. 

Productivity apps come and go, but paper is forever. 
A couple instances of CC Page Turn and a bunch of math.

Productivity apps come and go, but paper is forever. 

A couple instances of CC Page Turn and a bunch of math.

Faked pixel-art with Mosaic to down sample the circle and Colorama (with Interpolate Palette set to off) to minimize colors. Checkerboard was used to create the dithering pattern.

Faked pixel-art with Mosaic to down sample the circle and Colorama (with Interpolate Palette set to off) to minimize colors. Checkerboard was used to create the dithering pattern.

Geometric primitives were built with solid layers and masks. I think there are some scripts for this stuff on AEscripts, but I was too lazy to download. 
Light badly. Good/subtle lighting wont work. The contrast had to be pretty sharp to shade it properly off the luma values.
Pure Green and Red were used to for the shapes to make isolation easier.
**Confusing** Since black should have the thickest lines and white should be thin or blank, we have to remap the colors. Card Dance sets White the highest value and 50% grey to zero. SO thick lines = white, thin/blank = 50% grey. So we have to: Invert, adjust curves, unsharp mask (to get the line to taper), levels the black (inverted white) level to 50% grey. 
Vegas was used to create the contour lines on the white shape. 
See [link] for more on building a halftone with Card Dance. 
Adjust the X and Y offsets in Card dance to stretch the circles into tapered lines. 

Geometric primitives were built with solid layers and masks. I think there are some scripts for this stuff on AEscripts, but I was too lazy to download. 

Light badly. Good/subtle lighting wont work. The contrast had to be pretty sharp to shade it properly off the luma values.

Pure Green and Red were used to for the shapes to make isolation easier.

**Confusing** Since black should have the thickest lines and white should be thin or blank, we have to remap the colors. Card Dance sets White the highest value and 50% grey to zero. SO thick lines = white, thin/blank = 50% grey. So we have to: Invert, adjust curves, unsharp mask (to get the line to taper), levels the black (inverted white) level to 50% grey. 

Vegas was used to create the contour lines on the white shape. 

See [link] for more on building a halftone with Card Dance. 

Adjust the X and Y offsets in Card dance to stretch the circles into tapered lines. 

When I was about 7 years old I was looking for books on magic tricks in the school library. I got to the right area, but one section over. There was a giant book on the work of MC Escher. I spent a lot of time looking at that book.
Card Dance for hatching, Vegas for contour lines.

When I was about 7 years old I was looking for books on magic tricks in the school library. I got to the right area, but one section over. There was a giant book on the work of MC Escher. I spent a lot of time looking at that book.

Card Dance for hatching, Vegas for contour lines.

Client project that called for a faking some milky fluid. After some failed attempts with Particular I ended up using CC Mr. Mercury. The plugin’s shading doesn’t look that great so I only used the alpha and a set up layerstyles instead. I did end up adding Particular for the droplets and 3D Stroke the thin stringy sections. Fastblur and crush the alpha channel and everything merges into a soupy mess.

Client project that called for a faking some milky fluid. After some failed attempts with Particular I ended up using CC Mr. Mercury. The plugin’s shading doesn’t look that great so I only used the alpha and a set up layerstyles instead. I did end up adding Particular for the droplets and 3D Stroke the thin stringy sections. Fastblur and crush the alpha channel and everything merges into a soupy mess.

Beard Type is the new Log Type.
Created with CC Hair.

Beard Type is the new Log Type.

Created with CC Hair.

A whole bunch of CC Sphere. 

A whole bunch of CC Sphere. 

THEME BY PARTI