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Showing results for tags 'timeoffset'.
Hello All I have a little personal project going on, where I have a single rope dangling and want to make multiple copies of it, but I want them to start falling at different times and not all together. I have tried a couple of tutorials on internet and found some explanations in this forum using for loops with a time shift node but it didn't really work. I was wondering what is the solution for that. I tried a couple of rudimentary expressions comparing point numbers to frames to see if I could activate them when the frames are equal to point numbers, but it also didn't work. Anyway I am posting 2 screenshots of my project and I hope you can help me figure it out. Thanks in advance
How can we control the shape of a chramp (created in a point wrangle) with a spectrum chop and therefore animate the shape? I already posted a question related to this, but maybe it was worded confusingly or seemed difficult..as no one answered. So I am asking generally, alternative solutions are welcome.
Hey internet, SO watching this great presentation (bellow) and I noticed they had created a lot of their own tools. One in particular that I am trying to work out and build myself is the time offset tool (29:58). I have taken a screenshot. Can anyone work out how it's built? I am pretty new to building tools like this so any help would be really useful. Thanks Andy
Hi all, I'm building a crude crowd-like system using POPs and I'd like to copy my imported walkcycle on to the particles with a random timeoffset. The old method of copystamp with a timeoffset value on a timeshift node works - but it's really slow. I've been reading up on the for-each / compile block method but I'm unable to compile timeshift or file nodes. So my question is - is it possible to do it with a for-each/compile setup or am I stuck with the old copystamp method?