BCC Wild Cards

BCC Particles

Wild Cards 1 Wild Cards 1.1
Without Anti-Aliasing With Anti-Aliasing

Overview

BCC Wild Cards is used to generate an array of 3D cards with interesting and convenient animation options .

Function

Presets and Common Controls

BCC filters come with a library of factory installed presets plus the ability to create your own custom presets and preview them with the BCC FX Browser™.

BCC filters also include common controls that configure global effect preferences and other host-specific effect settings.

For more information about working with presets and other common controls, Click Here.

 

  • Sony Vegas Workflow Tip:  To use the Light Wrap feature in Sony Vegas you must apply the filter as a “Custom Composite Mode” (also known as a “2 to 1 Transform” effect).  For more information on working with Custom Composite Modes in Vegas, Click Here.

 

Render

Anti-Aliasing is a smoothing process that applies to 3D and alpha edges in the effect if they appear jagged. Anti-Aliasing can slow down the responsiveness of working with the effect and so by design the plugin will not apply any Anti-Aliasing when the layer the effect is applied to is set to Draft mode. Also, using a higher AA setting will result in a somewhat slower render than using a lower AA setting so AA should only be set as high as is visually necessary to smooth the effect.

Opacity Boost can be used to uniformly adjust the overall opacity of the particles. It can be useful used in relation to other parameters creating varied opacity such as Motion Blur, Opacity Evolution, Random Opacity, etc.

Use Source As Mask will use the alpha channel of the layer to which the effect is applied to mask the output of the effect.

Use Particle Intersection allows particles to intersect with each other. This render mode can be useful for some kinds of effects but does not support particle images with transparency well.

Motion Blur offers various levels of motion blur to simulate camera shutter blur based on movement of the particles or camera

Shutter Angle determines the spread of the motion blur when it is enabled

Depth of Field Blur: Determines the amount the amount of blur in front and behind the focus of the camera.

Wild Cards 2
Motion Blur

Use Comp Lights: When enabled, the filter will use AE lights enabled in the comp. The maximum number of total lights (including built-in and AE lights) the filter can use at once is 8. If there are more than 8 enabled AE lights in the comp it will use the 8 enabled light tracks that are topmost in the timeline.

Use Built-in Lights: There are also 3 built-in lights available. It’s possible to use both built-in and AE lights simultaneously. If enabled, the built-in lights will have priority over AE lights in terms of which lights get used if the total number of lights exceeds 8.

Use Comp Camera: When enabled, the filter will display the Cards from the perspective of the enabled AE camera whose track is topmost in the timeline. When Use Comp Camera is enabled, the Built-In Camera group is disabled.

Wild Cards 3
Using After Effects Light

 

Wild Cards 4
Using After Effects Camera

 

Cards

Front Face and Back Face determine the source for the card faces. If no back face is chosen the Front Image will appear when viewed from behind

Wild Cards 5
With Different Back Face Input

Image Mode offers options for how the image is mapped onto the Cards, including whether or not the image is mapped across multiple cards.

Wild Cards 6 Wild Cards 6.1
Whole Images Image in Parts

Corner Roundness allows for giving the cards rounded corners.

 

Alternate Front Faces Group

Sample Mode determines how the effect chooses images for alternate front faces, either choosing additional layer inputs or using alternate frames form the primary Front Face input.

Distribution determines how the alternate front faces are distributed within the array of cards.

Frame Count and Loop Count determine how many frames and loops are used for the random and loop based Sample Modes.

Alternate Face 1-5 is where it is possible to specify other inputs when using the “Choose Layers” Sample Mode.

Master Scale, Scale X and Scale Y are used to determine the size of the cards, while Size Random allows for randomizing the Size.

Tumble, Spin, and Rotate: allows for transforming cards independently from the overall card array.

Tumble, Spin , and Rotate Random parameters: allows for varying the rotation amount between pins based on a random algorithm.

Bi-directional: allow for varied rotation in both directions simultaneously (positive and negative).

Rotate: it is possible to specify a wipe direction for the effects of card rotation.

Wild Cards 7 Wild Cards 7.1 Wild Cards 7.2
Left to Right Top to Bottom In to Out

 

Wild Cards 8 Wild Cards 8.1 Wild Cards 8.2
H Mid to Edge V Mid to Edge “Random Wipe

Wipe Progress and Wipe Softness: At progress zero none of the card rotation is displayed, at progress 100 the card rotation is entirely wiped on. Extending the Progress to 200 allows for wiping back the other way.

Wipe Softness allows for a softer edge to the wipe (more cards affected simultaneously).

Lightness Resolution: Determines the resolution of the light.

Material Shininess and Material Specular Color can be used to adjust specular shading on the cards (when using 3D Lighting, AE Lights or Built-In).

 

Array

Global Scale: scale the overall card array including scale of the individual cards.

Num Cards X, Y, and Z: set the number of cards along 3 axes.

Master Spacing, Spacing X, Y, and Z: set the between cards along 3 axes.

Preserve Card Orientation: when enabled, the cards will maintain their orientation to the camera when the Array is rotated and/or the camera moves.

Center X, Y , and Z: 3D position of the card array.

Rotate X, Y, Z: card array based rotation on 3 axes – rotation is applied to array and particles.

Lock Pivot, Pivot X, Y, and Z: unlocking the pivot allows for offsetting 3D pivot from position.

World Rotate X, Y, and Z: world based rotation on 3 axes.

 

Wild Cards

Choose Cards: offers options for specifying which cards to apply the wild card transformation parameters too.

Choice: When using the Choose Cards setting of One Card, One Row, or One Column this parameter allows you to specify which Card/Row/Column is affected. When using Random Choice this parameter acts as a random seed.

Wildness Map: allows for specifying a layer input whose luma values will be used to determine which cards the wild card transformations apply too.

Scale, Tumble, Spin, Rotate, Pos XYZ: wild cards transformations applied to chosen cards

Influence and Influence Falloff ; the Choose Cards setting of One Card, One Row, or One Column these Influence parameters allow for having the cards surrounding the wildcard(s) seem to be influenced by the wild card – to have some of the wild card transformations applied depending on proximity to the wildcard(s).

 

Disperse

Disperse Master, Disperse X, Y, and Z: disperses the pins from their original locations based on a random algorithm – a master control and control for dispersion along the individual 3D axes.

Disperse Wipe, Wipe Progress, Wipe Softness: wipe controls that apply to the dispersion (same wipe options as for Rotate Wipe in the Cards group.

Wild Cards 9
Dispersion along the Z Axis

 

Fractal Movement

Amplitude Master, Amplitude X, Y, and Z: Determines the Amplitude of the Noise pattern that displaces the cards.

Frequency Master, Frequency X, Y, and Z: Determines the frequency of the noise pattern with separate control for each axis.

Auto Evolve Speed: Speed of the auto animation of the noise pattern – set to zero to turn off auto animation.

Auto Loop: The number of seconds at which the noise pattern animation will seemlessly loop.

Evolve X, Y, and Z: Offsets for the noise pattern animation – can be used to manually animate noise.

Individual Particle Noise: When enabled, each card uses its own noise patter rather than sharing a noise pattern, which results in an appearance that looks less like waves and more random.

Noise Character: Offers a variety of kinds of noise patterns

Wild Cards 10
Fractal Movement along the Z Axis

 

Built-in Camera

Camera Model ; Position, Orbit: Camera offering 3D position and orientation control, or an orbit camera for easily adjusting perspective while remaining focused on the 3D center.

Field of View: An adjustment that can be used to simulate the look of various lenses – a large value gives a wide angle look.

Camera Position X, Y, and Z: 3D coordinate control for camera.

Camera Tumble, Spin, and Rotate: Controls for orientation of the position based camera.

Use Depth of Field, DOF Focal Point, Aperture, Blur: Controls for simulating camera depth of field.

 

Built-in Lights

Enable: 3 built in lights which can be individually enabled/disabled.

Ambient: Increasing this value gives some of the light color to the dark (unlit) areas.

Type: Determines whether the light will appear as a spot light or point light.

Light Intensity: Intensity of the light.

Specular Highlight: Determines how much the light contributes to any specular highlights on the particles – the color of the specular highlights is determined by the Material Specular parameter in the Particles group.

Color: The color of the light.

Position X, Y, and Z: 3D position of the light source.

Tumble and Spin: Determines the orientation of the light if it is a spotlight.

Spot Angle and Feather: For spotlight, these determine the angle of the light cone and the softness of spot edges.

 

Global Settings

Random Seed: There are several features in the plugin that use some kind of randomization to generate results (Size, Rotation, and Wipe randomization as well as Dispersion and Fractal Movement).

Random Seed tweaks the random algorithms to produce a somewhat different result. It can be used to simply try a few different takes on an effect and it can also be used when you want another instance of the effect to look the same but not identical – give it a different Random Seed value.

Near and Far Clip Plane Adjust: It is possible to trim or extend the range in which particles will appear in the effect. In most cases there is no need to adjust these parameters, but if you find a particle very near or far from the camera unexpectedly disappearing it is possible to use these parameters to correct it.

System Pos Z Use Pixel Units: When this is enabled, Position Z uses absolute pixel units for the system.

Camera Pos Z Use Pixel Units: When this is enabled, Position Z uses absolute pixel units for the camera.

Alpha Cutoff %: Determines what alpha value is equivalent to zero for the particle renderer.

Z-Sorting Mode: Z Sorting Mode: Defaults to true 3D, with options for sorting by birth order.

Accessing Image Layers: Determines whether (and how) an animated Image Layer used as a particle will loop when the end is reached.

 

Beat Reactor

The BCC Beat Reactor is an animation control suite which drives effect properties based on the contents of an audio track. This lets you seamlessly tie visual FX to an audio soundtrack without the need for ANY manual keyframing.

For more information on the Beat Reactor, Click Here.

Wild Cards 11

Category:

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BCC Warp

BCC Art Looks

BCC Transitions

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BCC Art Looks

BCC Textures

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BCC Key & Blend

BCC Textures

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BCC Particles

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BCC Perspective

BCC Perspective

BCC Perspective

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BCC Image Restoration

BCC Transitions

BCC Textures

BCC Blur & Sharpen

BCC Lights

BCC Lights

BCC Lights

BCC Obsolete

BCC Stylize

BCC Obsolete

Nested Subgroup

BCC Textures

BCC Transitions

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BCC Art Looks

BCC Color & Tone

BCC Color & Tone

BCC Time

BCC Time

BCC Stylize

BCC Lights

BCC 3D Objects

BCC Obsolete

BCC Transitions

BCC Image Restoration

BCC Transitions

BCC Obsolete

BCC Lights

BCC Obsolete

BCC Transitions

BCC Transitions

BCC Transitions

BCC Transitions

BCC Blur & Sharpen

BCC Obsolete

BCC Color & Tone

BCC Lights

BCC Transitions

BCC Obsolete

BCC Lights

BCC Transitions

BCC Key & Blend

BCC Obsolete

BCC Lights

BCC Key & Blend

BCC Key & Blend

BCC Transitions

BCC Time

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BCC Key & Blend

BCC Film Style

BCC Match Move

BCC Key & Blend

BCC Key & Blend

BCC Art Looks

BCC Stylize

BCC Textures

BCC Warp

BCC Stylize

BCC Blur & Sharpen

BCC Image Restoration

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

Nested Subgroup

BCC Stylize

BCC Transitions

BCC Transitions

BCC Color & Tone

BCC Obsolete

BCC Textures

BCC Image Restoration

BCC Time

BCC Image Restoration

BCC Particles

Uncategorized

Uncategorized

Uncategorized

Uncategorized

Uncategorized

BCC Perspective

BCC Perspective

BCC Particles

BCC Particles

BCC Particles

BCC Particles

BCC Art Looks

BCC Particles

Nested Subgroup

Nested Subgroup

BCC Image Restoration

Nested Subgroup

BCC Warp

BCC Art Looks

BCC Time

BCC Key & Blend

BCC Key & Blend

BCC Stylize

BCC Blur & Sharpen

BCC Key & Blend

BCC Stylize

BCC Stylize

BCC Blur & Sharpen

BCC Transitions

BCC Particles

BCC Textures

BCC Lights

BCC Transitions

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Lights

BCC Transitions

BCC Image Restoration

BCC Image Restoration

BCC Textures

BCC Lights

BCC Transitions

BCC Transitions

BCC Warp

BCC Transitions

BCC Textures

BCC Obsolete

BCC Color & Tone

BCC Stylize

BCC Stylize

BCC Obsolete

BCC Image Restoration

BCC Particles

BCC Particles

BCC Perspective

BCC Transitions

BCC Blur & Sharpen

BCC Lights

BCC Art Looks

BCC Lights

BCC Obsolete

BCC Textures

BCC Textures

BCC Obsolete

BCC Transitions

BCC Time

BCC Transitions

BCC Art Looks

BCC Transitions

BCC Time

BCC 3D Objects

BCC Time

BCC Time

BCC Color & Tone

BCC Transitions

BCC Warp

BCC Warp

BCC Transitions

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Uncategorized

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BCC Film Style

BCC Transitions

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BCC Art Looks

BCC Transitions

BCC Warp

BCC Textures

BCC Particles

BCC Image Restoration

BCC Match Move

BCC Textures

BCC Textures

BCC Obsolete

BCC Obsolete

BCC Obsolete

BCC Blur & Sharpen

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Effect:
BCC 2D Particles
BCC 3 Way Color Grade
BCC 3D Extruded Image Shatter
BCC 3D Image Shatter
BCC AE Licensing
BCC AVX Licensing
BCC Alpha Pixel Noise
BCC Alpha Process
BCC Alpha Spotlight
BCC Apply Modes
BCC Artists Poster
BCC Beat Reactor
BCC Beat Reactor Integrated
BCC Beauty Studio
BCC Blobs Wipe
BCC Blur
BCC Blur Dissolve
BCC Boost Blend
BCC Brick
BCC Brightness-Contrast
BCC Broadcast Safe
BCC Bulge
BCC Bump Map
BCC Burnt Film
BCC Cartoon Look
BCC Cartooner
BCC Caustics
BCC Charcoal Sketch
BCC Checker Wipe
BCC Chroma Key
BCC Chroma Key Studio
BCC Cloth
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BCC Color Balance
BCC Color Choker
BCC Color Correction
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BCC Color Palette
BCC Colorize
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BCC Common Controls
BCC Common Controls - Avid
BCC Compare Mode
BCC Composite
BCC Composite Choker
BCC Composite Dissolve
BCC Corner Pin
BCC Correct Selected Color
BCC Criss-Cross Wipe
BCC Cross Glitch
BCC Cross Melt
BCC Cross Zoom
BCC Cube
BCC Cylinder
BCC DVE
BCC DVE Basic
BCC Damaged TV
BCC Damaged TV Dissolve
BCC DeGrain
BCC DeNoise
BCC Deinterlace
BCC Directional Blur
BCC Displacement Map
BCC Drop Shadow
BCC Dropout Fixer
BCC Dust and Scratches
BCC Dv Fixer
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BCC Effects List
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BCC FAQ
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BCC Fast Film Process
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BCC Film Damage
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BCC Film Process
BCC Fire
BCC Flicker Fixer
BCC Flutter Cut
BCC Fractal Noise
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BCC Glare
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BCC Glitter
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BCC Gradient
BCC Granite
BCC Grid Wipe
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BCC Halftone
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BCC Invert Solarize
BCC Jitter
BCC Jitter Basic
BCC LED
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BCC Lens Correction
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BCC Lens Flash
BCC Lens Shape
BCC Lens Transition
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BCC Match Grain
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BCC Matte Cleanup
BCC Median
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BCC Morph
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BCC Motion Tracker Resolve
BCC Motion Tracker Vegas
BCC Multi Shadow
BCC Multi Stretch Wipe
BCC Multi Stripe Wipe
BCC MultiTone Mix
BCC Noise Map
BCC Noise Map 2
BCC Noise Reduction
BCC Optical Flow
BCC Optical Stabilizer
BCC Organic Strands
BCC Overview in Adobe
BCC Overview in Avid
BCC Overview in FCP
BCC Overview in Resolve
BCC Overview in Sony Vegas
BCC Page Turn
BCC Pan And Zoom
BCC Particle Array 3D
BCC Particle Emitter 3D
BCC Particle Illusion
BCC Particle System
BCC Pencil Sketch
BCC Pin Art 3D
BCC Pinning Controls
BCC Pixel Chooser
BCC Pixel Fixer
BCC PixelChooser – Legacy
BCC Polar Displacement
BCC Posterize
BCC Posterize Time
BCC Preferences
BCC Premult
BCC Presets
BCC Primatte Studio
BCC Prism
BCC Pyramid Blur
BCC RGB Blend
BCC RGB Edges
BCC RGB Pixel Noise
BCC Radial Blur
BCC Radial Wipe
BCC Rain
BCC Rays
BCC Rays Cartoon
BCC Rays Dissolve
BCC Rays Puffy
BCC Rays Radiant Edges
BCC Rays Radiant Spotlight
BCC Rays Ring
BCC Rays Ripply
BCC Rays Streaky
BCC Rays Textured
BCC Rays Wedge
BCC Rectangular Wipe
BCC Reframer
BCC Remover
BCC Reptilian
BCC Reverse Spotlight
BCC Ribbon Wipe
BCC Rings Wipe
BCC Ripple
BCC Ripple Dissolve
BCC Rock
BCC Rough Glow
BCC Safe Colors
BCC Scanline
BCC Scatterize
BCC Sequencer
BCC Smooth Tone
BCC Snow
BCC Sparks
BCC Sphere
BCC Sphere Transition
BCC Spiral Blur
BCC Spotlight
BCC Spray Paint Noise
BCC Stage Light
BCC Star Matte
BCC Stars
BCC Steel Plate
BCC Super Blend
BCC Swish Pan
BCC Temporal Blur
BCC Textured Wipe
BCC Tile Mosaic
BCC Tile Wipe
BCC Time Displacement
BCC Title Studio
BCC Trails
BCC Trails Basic
BCC Tritone
BCC Tritone Dissolve
BCC Turbulence
BCC Twirl
BCC Twister
BCC Two Strip Color
BCC Two Way Key
BCC Type On Text
BCC Unsharp Mask
BCC UpRez
BCC User Guide
BCC VR Blur
BCC VR Flicker Fixer
BCC VR Insert
BCC VR Reorient
BCC VR Sharpen
BCC Vector Blur Dissolve
BCC Vector Displacement
BCC Veined Marble
BCC Velocity Remap
BCC Video Glitch
BCC Video Morph
BCC VideoScope
BCC Vignette
BCC Vignette Wipe
BCC Warp
BCC Water Color
BCC Water Waves Dissolve
BCC Wave
BCC Weave
BCC Wild Cards
BCC Wire Remover
BCC WitnessProtection
BCC Wood Grain
BCC Wooden Planks
BCC Z Space I
BCC Z Space II
BCC Z Space III
BCC Z-Blur
Removed Gradient Parameters
Title Studio - The Title Container Parameter Guide
Title Studio Basics
Title Studio: Animating an Object Using Keyframes
Title Studio: Creating A Fade Effect
Title Studio: Creating a Credit Roll
Title Studio: Creating a Credit Roll Part Two
Title Studio: Creating a Type on Effect with Title Containers
Title Studio: Image Processors
Title Studio: Image Processors - Blur Shaders
Title Studio: Image Processors - Glow Shaders
Title Studio: Image Processors - Gradient Shaders
Title Studio: Image Processors - Key Shaders
Title Studio: Image Processors - Light Rays
Title Studio: Image Processors - Light Sweep
Title Studio: Image Processors - Scan Lines
Title Studio: Image Processors - Spotlight
Title Studio: Image Processors - Wipe Shaders
Title Studio: Image Processors: Linear Ripple
Title Studio: Keyframe Palette
Title Studio: Scene Container Parameter Guide
Title Studio: The Animation Tab
Title Studio: The Camera Tab
Title Studio: The Composite Tab
Title Studio: The Container Position Tab
Title Studio: The History Palette
Title Studio: The Info Window
Title Studio: The Lights Tab
Title Studio: The Preferences Panel
Title Studio: The Project Settings Window
Title Studio: The Render Tab
Title Studio: The Text Tool
Title Studio: The Tools Window
Title Studio: The User Marks Window
Title Studio: Understanding Track Structure
Title Studio: Working With Deformers
Title Studio: Working With Image Processor Shaders
Title Studio: Working With Spline Media
Title Studio: Working with the Composite Window
Title Studio: Working with the Controls Window
Title Studio: Working with the Timeline Window

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