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That's the way Shatter has always worked - it recognizes the start of the source footage, not the in-point of the layer.
You can work around it by precomposing the layer, by using time remapping, or animating the radius and force parameters.
Yepp, Andrew is right. Strangely enough the simulation time is derived from the absolute comp time, not the layer's relative time. You therefore need to create keyframes for the forces if you want to change the start of the simulation.
Thanks for the clarification...
Seems mighty odd to me, but I hardly ever use plugs like this. Just enough time in between to forget little things like this!!
Yes, it's odd and one could consider it a bug, though on other levels it makes perfect sense. Depending on your personal opinion, feel free to report your thoughts to:
Sounds to me like you've missed the most important part of controlling shatter. There's never a need to split a layer. All you have to do is animate the force size, or value, or position to shatter the layer where and when you want it to.
Shatter is based on a real world model. In real life, if you want to shatter something you have to apply a force to an object. In AE you can adjust and animate the size of the force, the position of the force, and the amount of the force. Set size to 0 and nothing will happen. Move the force behind or in front of the layer and nothing will happen. Set the value of the force to 0 and nothing will happen. It's just like real life. By default Force 1 is set to break apart most of your layer. Force 2 is available for a second kick to the pieces.
I've never figured out why most users seem to miss this concept. If force 1 is 0 then there's nothing to make the layer shatter. Just set it to 0, Set the keyframe as a hold keyframe, then move down the time line to where you want the effect to begin and add value to the force 1.
You should also try moving the position of the force or animating the size.
I think the problem for most people is that simulations are so different from other effects. Most effects derive their motion either from explicitly set keyframes or from the movement in the underlying footage. Simulations, on the other hand, have a life of their own, and must be pushed and prodded in ways that can seem superficially counterintuitive, though they are reasonably intuitive given an understanding of the way AE applies effects, which might be a contradiction...
And just to clarify Mylenium's comment above, Shatter is based on the layer time, not the comp time. It is the layer's in and out points that Shatter ignores. But then, so does every other effect I've ever used. It is AE's render engine that cares about the in and out points, not the effects per se.