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Effects

text effects :
gradient ramp
s_rays
s_glow
s_dropshadow
s_zglow
s_textureflux
shine

effects:
cc repetile
wavewarp
S_timewarp RGB
s_edgecolorize
S_vignette
S_edgedetect
S_huesatbright
S_scanlines
S_glint
S_wiperectangle
S_wiperectangle
S_wipestripes
S_halftone
pageturn
minimax
color emboss
glow a/b
transform
exposure
cc_lightsweep
bcc_Led
bcc_glitch
venetian blinds
colorize
3d stroke
gradient
turbulent
vibrance
fill
echo

animation 1 :
freq = 1;
decay = 6;
duration = 0.25;
retard = textIndex*thisComp.frameDuration*2;
t = time - (inPoint + retard);
startVal = [100,100,100];endVal = [0,0,0];
if (t < duration){
linear(t,0,duration,startVal,endVal);
}else{
amp = (endVal - startVal)/duration;
w = freq*Math.PI*2;
endVal + amp*(Math.sin((t-duration)*w)/Math.exp(decay*(t-duration))/w);}
animation 2 :
freq = 1;
decay = 4;
duration = 0.25;
retard = textIndex*thisComp.frameDuration*1;
t = time - (inPoint + retard);
startVal = [100,100,100];endVal = [0,0,0];
if (t < duration){
linear(t,0,duration,startVal,endVal);
}else{
amp = (endVal - startVal)/duration;
w = freq*Math.PI*2;
endVal + amp*(Math.sin((t-duration)*w)/Math.exp(decay*(t-duration))/w);}

animation 3 :
delay = .05
;
myDelay = delay*textIndex;
t = (time - inPoint) - myDelay;
if (t >= 0){
freq =1;
amplitude = 200;
decay = 5.0;
s = amplitude*Math.cos(freq*t*2*Math.PI)/Math.exp(decay*t);
[s,s]
}else{
value
}

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