This iExpression is a variant of the 'Throw 3D' iExpression in which the thrown object cannot only bounce of the ground but also bounce of some walls. There are four different walls available (two in X and two in Z dimension). Besides the position of the walls, you can also specify how elastic the thrown object bounces of the walls. In case you need less walls, you can place some walls behind the scene or far away, where they have no effect.

  • Ground Height

    determines the height of the ground level at which the object bounces. This value should not be animated.

  • Elastic Bounce (%)

    how elastic the object bounces from the ground. 100% means that the object behaves like a bouncing ball, 0% means that it does not bounce at all.

  • Walls
    X Wall 1 Position

    is the position of the first wall, at which the thrown object may bounce in X direction. This value should not be animated.

    X Wall 2 Position

    is the position of the second wall at which the thrown object may bounce in X direction. This value should not be animated.

    Z Wall 1 Position

    is the position of the first wall at which the thrown object may bounce in Z direction. This value should not be animated.

    Z Wall 2 Position

    is the position of the second wall at which the thrown object may bounce in Z direction. This value should not be animated.

    Elastic Bounce Walls (%)

    how elastic the object bounces from the walls. 100% means that the object behaves like a bouncing ball, 0% means that it does not bounce at all.

  • Physics
    Gravity

    determines how fast the thrown object falls down i.e how strongly it is attracted by gravity.

    Air Resistance

    determines how much the object slows down (in horizontal direction) while it is in the air.

    Friction on Ground

    determines how much the object slows down (in horizontal direction) while it is sliding on the ground.

  • Simulation Start
    Start at

    controls at which point in time the simulation starte (at the last keyframe, an a manually chosen keyframe or at a manually chosen frame)

    (Key) Frame No.

    is the frame or the keyframe (depending on the choice of "Start at" option) at which the throw simulation starts. When "Start at" has the value 'last keyframe' this option is ignored.

Throw 3D with Walls iExpression

by default applied to: 
position
can be applied to: 
3D properties
iExpression Bundle: 

What are iExpressions?

iExpressions are After Effects expressions with an easy to use interface.

more infos

Tutorials about this iExpression: 

Comments

good

Add new comment

Plain text

  • No HTML tags allowed.
  • Web page addresses and e-mail addresses turn into links automatically.
  • Lines and paragraphs break automatically.
By submitting this form, you accept the Mollom privacy policy.