Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.
Search the Community: Showing results for tags 'cgwiki'.
Found 1 result
Hi, this formula is about offsetting animation of several objects (or points, etc.) over a period of time, in such a way that the interval of time for each object is related to number of objects and the desired period of time. Let's say you have 10 objects, and you want to animate all of them over 3 seconds, with some time offset for each object. With this formula you can change the number of objects, adjust the amount of offset or adjust the period of time, and each object will automatically adjust its start and end time, so all object animation will fit within the specified period of time. I came up with this formula when I was working on AfterEffects. I was always looking for a procedural way to offset animation of several layers. this is the formula: n = numLayers - .. offset 0 --> 1 progress 0 --> 100 Start: 100 * (index - 1) * offset / n End: 100 - (100 * (n - index) * offset) / n ease(progress, start, end, 0, 100) Recently, I started learning Houdini and VEX. I was curious to see the application of this formula inside Houdini. then I found this thread: http://forums.odforce.net/topic/24056-learning-vex-via-animated-gifs-bees-bombs/ in the example of Twisting Box, matt uses "smooth" function. this is what I was looking for: smooth() function in Houdini is the equivalent to ease() function in AfterEffects. The attached hip file contains 2 applications of the formula, one based on the number of objects to be stamped (using @ptnum); the second based on the position of points (@P.z) offsetAnimation.hipnc