Netvudu Posted May 27, 2014 Share Posted May 27, 2014 (edited) Hi, I want to get the frame number in which an attribute changes its value, and keep it stored. Maybe my brain ain´t at its best today, but I´m struggling. Currently taking a look at CHOPs triggers... Any quick solutions out there? Edited May 27, 2014 by Netvudu Quote Link to comment Share on other sites More sharing options...
eetu Posted May 27, 2014 Share Posted May 27, 2014 This might be a bit convoluted, but would something like this work? ee_attrib_changed_at_frame.hip 1 Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 27, 2014 Author Share Posted May 27, 2014 (edited) well, if its convoluted I would like to know of a better way because that´s exactly what I had tried before....(only I forgot the handy "and" and "or" nodes which complement so nicely the conditions) Thanks! Edit: also, I was missing the key idea of having a different attribute to check if the conditions had been meet before Edited May 27, 2014 by Netvudu Quote Link to comment Share on other sites More sharing options...
eetu Posted May 27, 2014 Share Posted May 27, 2014 Edit: also, I was missing the key idea of having a different attribute to check if the conditions had been meet before Actually, that is not strictly needed, you can delete those nodes from the vop sop and the stored frame numbers still work. It was just a step in the process when I built it - sometimes the path to success is not straight and narrow. (read: never) Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 27, 2014 Author Share Posted May 27, 2014 Yes, not strictly needed but it is very useful for debugging and/or using it as another condition later on (on a switch or something). This could be a mighty useful tool to have as a regular tool (very simple to "fire" cached animations using this, which is what I´m doing) but it is quite difficult to "assetize" because you can´t give the user options to choose attributes and/or conditions as it implies changing a lot of connections. For instance, I changed your example to fit my needs which was using color as opposed to Y position and I had to change several connections inside the VOPSOP as well as the compare conditions....which was trivial, but again, makes this un-assetizable AFAIK. Maybe with a VEX Wrangle instead of a VOPSOP? Quote Link to comment Share on other sites More sharing options...
Skybar Posted May 27, 2014 Share Posted May 27, 2014 I guess I'm doing something similar in CHOPs here: http://forums.odforce.net/topic/20231-using-the-shift-sop-to-shift-chop-curves/ Could easily pop in a Trigger CHOP there, as well as making it look at whatever attribute you want to create said trigger. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 27, 2014 Author Share Posted May 27, 2014 Yes, David. I took a look at your scene. It is very useful for specific attributes or animation channels but, probably because of my lack of vision, I couldn´t make it work to trigger cached animations. Quote Link to comment Share on other sites More sharing options...
ranxerox Posted May 27, 2014 Share Posted May 27, 2014 here's the pointwrangle version .. maybe a bit easier to assetize. The only thing to change would be the line: int cond2=(@P.y<0 && prev_P.y>0) ? 1 : 0; // this is the trigger condition to whatever the condition you wanted to test for. -G Yes, not strictly needed but it is very useful for debugging and/or using it as another condition later on (on a switch or something). This could be a mighty useful tool to have as a regular tool (very simple to "fire" cached animations using this, which is what I´m doing) but it is quite difficult to "assetize" because you can´t give the user options to choose attributes and/or conditions as it implies changing a lot of connections. For instance, I changed your example to fit my needs which was using color as opposed to Y position and I had to change several connections inside the VOPSOP as well as the compare conditions....which was trivial, but again, makes this un-assetizable AFAIK. Maybe with a VEX Wrangle instead of a VOPSOP? ee_attrib_changed_at_frame_v2.hip 1 Quote Link to comment Share on other sites More sharing options...
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