First of all, we've been using this method for character animation since AE 7.0. We have had minor glitches here and there, but nothing consistent enough to a real problem. We're currently using CS5.5, and considering the CS6 upgrade.
I am filing an official bug report for this, but am curious if anyone else is experiencing this. I don't want to share my project here as it's for a TV show in production.
Starting with CS6, we're experiencing random, arbitary render glitches all over the place. Our character comps are generally two comps deep. Meaning in the character comp, we have timeremapped comps for sequences of eyes, eyebrows, mouths, etc. Inside those comps, there is a lot more going on than just an image sequence. We have mesh warp keyframes and other stuff.
All of this is controlled by various expressions that link everything to some simple master controls. I'm sure this sounds familiar -- it's very similar to the method used in these tutorials, but not even as complex.
As for the glitches, they are hard to pin down. There are different glitches depending on whether the character is continually reasterized in the scene or not, which comp we're in, etc. Really random. The problem is resolved by proxying those precomps (the eyes, mouths, etc) with prerendered sequences. This is an OK workaround for most cases, but we can't depend on it.
Thanks for any help. In the meantime we'll be sticking with 5.5.
Update - I just fixed this, but it's still interesting.
I was converting a Slider value (which refers to frames, not seconds) to a time value using this expression:
I instead changed it to the built-in function:
And it is fixed.
However, this was never a problem before. Also, testing these expression on a text layer results in the exact same output. So, there is some kind of magic going on with framesToTime() behind the scenes, which is odd.
It is not fixed after all. It seems that putting expressions on time-remapping in general is a no-go for CS6. I assume it has something to do with the new caching system? Not sure, but it's all messed up.
This is a serious bug. I've submitted a bug report.
Yes time remapping seems to be broken, or at least not frame accurate in CS6. I have some project files which i'll upload when I'm not under a deadline. (like... tuesday) I've experienced this both when using expressions, and just keyframing. It seems like there is still some interpolation on the time value being done that overrides the expression or keyed value.
back to cs5.5 for me. Thankfully I didn't delete the previous install after upgrading via my cloud membership.
I've had the same problems. It's troublesome because nesting and time-remapping is such a timesaver for making puppets. Does anybody have a temporary fix, not related to using older versions of AE?
I'm having trouble with time-remapping precomps on a project I'm working on in CS6. I'm not using an expression, but animating with hold keyframes.
Animating a countdown using numbers 0-9 of PSD art (not AE timecode effect), that goes from 53, 52, 51, 50, 49, 48, etc in the precomp. But in the main comp, it goes 50, then down to 40 for a frame, then 49, 48. Then I jump into the precomp and the 50's are all gone, 40's only (twice through). Reboot AE and this kind of strange behaviour persists, some ram previews different than others, makes no sense at all.
I turned on continuously rasterize all the way through, seemed to fix it for now, countdown is working again. But yeah CS5 had no problems like this, whatever they are doing with the new caching system, it has some bugs they need to fix.
Has anyone had any success talking to Adobe about this?
I would really like to know if they can fix this in CS6, and not wait to fix it in the CC version. I am not sure I can convince my studio to make the plunge onto the cloud, and so we may be stuck with CS6.
I found what sounds like a similar bug described in the previous patch (11.0.2):
Fixed difference in rendered result between ray-traced 3D renderer and Classic 3D renderer when using time-remapping on precomposition layer with collapsed transformations.
If they were willing to fix this, maybe they could fix this other time-remapping inconsistency bug.
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