# Finding activation frame

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Posted (edited)

I'm using point wrangle to activate my packed geometry across 50 frames.

I want to apply an initial velocity (only on the activation frame) and angular velocity to each piece as they become active, one way I can think of is to wrangle something like this:

if(@Frame == @activationFrame)

{

v@v = { x, x, x };

v@w = { x, x, x };

But I can't figure out how to get the frame of activation to do this.

Need some assistance on learning how to do this!

Thank you!

T

Edited by toothpaste

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You can create a counter like

```if(@active == 1){
@counter += 1;
}```

So when @counter is 1, that is your activation frame.

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But wouldn't that apply the same force throughout the sim? Since my object is constantly active after the initial hit? Wouldn't it just fly off into foreverness?

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1 hour ago, toothpaste said:

But wouldn't that apply the same force throughout the sim? Since my object is constantly active after the initial hit? Wouldn't it just fly off into foreverness?

piece one gets activated at frame 50 lets say.

so on frame 50 active becomes 1 and the counter starts counting. counter is equal to 1 at frame 50.

on frame 51 @active is still 1 which then forces the counter to add another one to the sum. Counter is now equal 2.

so as stated above. just use if(@counter == 1){ #Do my velocity manipulations here}

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This thread has the simplest solution:

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Where do you create this counter?

I created it in a point wrangle just before going into DOP Net, and the counter is staying at one. It is not ticking upwards.

if(i@active == 1)
i@countner += 1;

But I managed to get it count correct with this:

if(i@active == 1)
i@countner += 1+@Frame-24;

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