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Nope. But you can work around the issue in a number of ways.
You can use the Scribble effect on your mask paths to create randomized, animated scribble-like strokes.
You could use Vector Paint rather than mask paths to create your stick figure, which has built in Wiggle controls.
Scribble might work, that's a good idea...
But with vector paint, you can't animate pieces of the figure, say an arm, using the existing pieces (ie, without drawing a new frame), right?
>There doesn't seem to be a reason it can't - mask points are points
>that can be moved in space and over time... I don't see why the wiggler
Mask data is stored as a compound stream. There is no individual parameters for the wiggle to latch on. As Andrew said, you can use any of the paint tools. You could also duplicate the layer a bunch of times, remove the masks you don't need and animate the layer transforms. There certainly are ways to give an artistic look by applying other effects that are not dependent on masks. You may wanna check my website (http://creation.mylenium.de)for some hints and clues or investigate what plugins on the market might give you something usable (info on which can also be found on my site).
If you turn those masks into Shape Layers (available in AE CS3) you could easily add a "Wiggle Path" to them.
If you have earlier versions, I've succesfully used "Turbulent Displace" to make type look hand-animated. It's render-intensive, though...
- Jonas Hummelstrand
Wiggle Path is prone to discontinuities if you animate the shape of the path, FYI. It is very much like the analogous function in Illustrator; the algorithm wasn't designed with animation in mind. This isn't an issue of you don't need for the wiggle to either undulate smoothly or remain the same as the path changes.
Do you have an example of problems with Wiggle Paths? If so, it should be filed as a bug as everything in AE is "designed with animation in mind."
- Jonas Hummelstrand
As an example, if you create a closed path, apply Wiggle Paths, then Offset Paths and animate the offset, you will see discontinuities as (presumably) the Offset Paths algorithm dynamically adds vertices to the resultant path. Basically, any procedure that changes the number of vertices prior to the application of Wiggle Paths appears to create a discontinuity in the algorithm. It looks to me like the algorithm acts on the segments between the vertices, rather than acting on the path as a whole.
If I'm wrong about this, and there is some way to overcome this, I'd be glad to hear it. I didn't mean any offense with my "wasn't designed with animation in mind" comment. To be sure, there are plenty of circumstances under which Wiggle Paths behaves animates very nicely, and I could have made that clearer up above.