// 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 = .025; freq = 2.0; decay = 3.0; value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t); }else{ value; }