Our next style of effects are masking.
What I like to call masking and cuts.
These are the window clip delimiter & the rebounds.
These can be found down over here.
What these do is, they kind of modify how your shape is shaped based on axes.
If we look down here, we have a minimum and a maximum x.
And this is a minimum maximum size.
If we bring this down, you'll see from the minimum x, so this is from the negative x,
it starts to bring in and starts to cut this shape.
If we bring it, maybe you can cut from the other side.
There we go.
Maybe we can even cut from the y axis as well.
A little bit from the y.
Go off from the y.
You can raise back out just a little bit.
You can see it cuts.
And it cuts from the edges.
And then you can bring in your space.
If I change the size of this shape, it'll still actually fit in there.
So once it hits those, becomes the clip it outside of a certain designated size that
you have.
If you had a size like this and you wanted to animate it, we would cut in and out like
this.
You could do that using this sort of effect.
And this is really good for kind of animation type tools.
And limiter works very similar to the window clip.
However instead of cutting it, it flattens it.
It doesn't cut away points.
It just pushes the points into itself.
You can see that how that kind of works.
So instead of cutting it it'll push them into itself.
And again you can animate the same way, as it was before.
Rebound what it does, instead of clipping it or pushing it to itself, it starts to bounce
it.
Once it reaches a certain ways, it'll bounce that shape over.
It gives you that peeling type of effect.
And you can do that on y axis and the x axis.
What these two do is these act the same exact way.
It just depends what side you're coming from.
This will come from the left and the bottom.
The negatives, x and y.
It'll come from there.
You can do that or it'll come from the the positive values.
So it'll come in from the right, or coming from the top.
And this is a rebound instead of a limiter.
These are really interesting effects that could be used for kind of a shape things.
If you wanted to kind of create a mask or you wanted to have it layer on top of a certain
shape or you wanted it to only go so far, when it has to maybe you have a laser mapping
on a building or something.
And you want to kind of make sure it does not go past certain lines.
You can use these effects to set your boundaries.
The next big type of effects we have in the key effects, are what I like to call the surface
worms.
These can be found in this area, geometric surface where bulb squeeze, bend, surface
warp, those types of things.
Those are all in this area.
And what they mainly do is, you can basically take them and melt your frame to a new sort
of shape.
And this really is helpful, if you're trying to reshape something.
Or are you trying to kind of animate.
You almost want to have it, kind of bend, what you want to do.
Or if you're working on a project where you need to map something to something.
You can kind of finagle it on to where its ago.
If you have a square, you can then map this onto here.
If you had a really weird projection area and you try to do graphics on there, you could
even layer this, a kind of service warp, inside of a projection zone.
And you could do then shape all of your content onto that zone.
There's an interesting little thing, you can do to position things and shape them the way
you want them to go.
Bold squeeze is similar, except what it does is, you can squeeze it on this axis.
And then you can easily change that axis of where it's squeezing.
So if we bring that, it will squeeze it in different angles.
Let me just reset it to default.
So when you actually do squeeze it, you can squeeze it from different sides.
This is kind of more of a squeeze.
And then you can choose which angles you want to be and how intensive it is.
That's the way that that one works.
Bend, surface warp pretty similar, just about axis and kind of how it actually pushes things
into each other.
Pushes points into each other.
Again a lot of this has to do with, if you're working with a graphic frame.
And then you can do a lot of cool little things by pushing and pulling and making it fit on
to whatever you like it to fit on.
And the z-axis is just, if you're working with depth you can kind of warp it on the
z-axis, how you want to warp there as well.
So that warp is available for all axes.