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# Bounce with dynamic position controlled by Point Control

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 Bounce with dynamic position controlled by Point Control on Feb 6, 2020 at 4:02:28 pm

Hi Guys,

I'm sure this is a very very basic question but I'm a nube and I haven't found any answer to this.

I'm creating a lower third template for a client and basically I need the starting and ending position of the shape to be dynamic (controlled by point control) with a bounce interpolation. I even managed to do this with this first simple expression but the interpolation is linear and I need the interpolation to be bounce, controlled by slicer as in this second expression. It is basically combining these two expressions, I guess.

Thanks.

```// First expression with position control but no bounce. if (numKeys > 1){ t1 = key(1).time; t2 = key(2).time; v1 = [effect("Point Control")("Point")[0], effect("Point Control")("Point")[1]]; v2 = [effect("Point Control 2")("Point")[0], effect("Point Control 2")("Point")[1]]; linear(time,t1,t2,v1,v2); } else { value } //Second expression with bounce but without position control. amp = thisComp.layer("Controller").effect("Amplitude")("Slider"); freq = thisComp.layer("Controller").effect("Frequence")("Slider"); decay = thisComp.layer("Controller").effect("Decay")("Slider"); 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); value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t); }else{value} ```