Jumpy Wiggle 1 makes wiggle skip and hold rather than move fluidly.

// Jumpy Wiggle 1 (moves at a random FPS) v=wiggle(5,50); if(v < 50)v=0; if(v > 50)v=100; v

Jumpy Wiggle 2 is similar to 1, but works at a defined FPS so your "jump" will happen at a regular pace.

// Jumpy Wiggle 2 (moves at a defined FPS) fps=5; //frequency amount=50; //amplitude wiggle(fps,amount,octaves = 1, amp_mult = 0.5,(Math.round(time*fps))/fps);

Inertial Bounce is like making your moves "rubbery." Layers will overextend, then settle into place on position and rotation keyframes.

// Inertial Bounce (moves settle into place after bouncing around a little) n = 0; if (numKeys > 0){ n = nearestKey(time).index; if (key(n).time > time){ n--; } } if (n == 0){ t = 0; }else{ t = time - key(n).time; } if (n > 0){ v = velocityAtTime(key(n).time - thisComp.frameDuration/10); amp = .05; freq = 4.0; decay = 2.0; value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t); }else{ value; }

Sometimes you just want something to move constantly without keyframing it. Use throw.

// Throw (move at a constant speed without keyframes) veloc = -10; //horizontal velocity (pixels per second) x = position[0] + (time - inPoint) *veloc; y = position[1]; [x,y]

Same as throw, but for rotation.

// Spin (rotate at a constant speed without keyframes) veloc = 360; //rotational velocity (degrees per second) r = rotation + (time - inPoint) *veloc; [r]

A shoutout to the brilliant folks at aenhancers.com who provided in whole or in part the basis for all of these expressions.