flcc Posted December 5, 2019 Share Posted December 5, 2019 (edited) Hi Is it possible to trigger a keyframed animation or chop clip from Vex ? I would like a kind of luminous beep with a controled decay. This decay need to be an animation track or clip (or a simple ramp ?), as i need to fine tune it, but triggering by vex under certain conditions. I would like to avoid Sop solver for this purpose here is a simplest exemple to illustrate what a try to do. The bip of the first sphere is from vex. Second and third sphere are keyframed or chopped (just cycle animations, not triggered) Thanks Vex Triggered Animation.hipnc Edited December 5, 2019 by flcc Quote Link to comment Share on other sites More sharing options...
Skybar Posted December 6, 2019 Share Posted December 6, 2019 You could use the Trigger CHOP for this VexTriggeredAnimation_1.hipnc 1 Quote Link to comment Share on other sites More sharing options...
flcc Posted December 7, 2019 Author Share Posted December 7, 2019 Thank you despite is not extactly what I want, as trigger node does triggering, that is cool, but it's an ADSR enveloppe. it triggers itself in a way. I really need a keyframed clip or a ramp. i tried to make it to trigger a channel node but no succes for now. but thanks for the clue. This help. I still keep looking, and may be using animated instanced objects could be a solution. Quote Link to comment Share on other sites More sharing options...
Librarian Posted December 10, 2019 Share Posted December 10, 2019 Ola @flcc here you gonna find I think some fun stuff ...file to learn triggers and how ? you know Vex so I think its easily manageable to convert attributs . plus some things to Know if not Ready trig.hipnc 1 Quote Link to comment Share on other sites More sharing options...
flcc Posted December 10, 2019 Author Share Posted December 10, 2019 ahah Thanks Tesan. You are the real Librarian I think it's going to take me a little while to look at all this. 1 Quote Link to comment Share on other sites More sharing options...
anim Posted December 10, 2019 Share Posted December 10, 2019 while for triggering at various conditions you may need CHOPs or solver in your example you are simply playing back the animation at certain time intervals so for that you can just do this: float phase = chf("phase") / $FPS; f@bleep = chf("bleep", @Time % phase ); VexTriggeredAnimation_mod.hipnc 1 Quote Link to comment Share on other sites More sharing options...
flcc Posted December 11, 2019 Author Share Posted December 11, 2019 (edited) Thank you Thomas. Indeed, there should be conditions to trigger it. At first glance a distance thresold. But your exemple help. It's keyframed, and as I think I'm going to lower my ambitions, regular intervals could do the job after all. I should have provided a functional example of what I am trying to do, but for now I am just in search of what I could do or not. I thought it would be easier. My little past experience with unity or flash has accustomed me to events system. In fact, I have to represent a functioning neural network. It is not for educational purposes, it must above all be visually pleasing. But as it's for the attention of a big high-tech company people, I can't just do anything. Hence my hesitation between procedural and manual animation. However, I had still thought give a try to particule collision, But don't understand why this simple set-up don't work. Just trying to make the circle red on first particle collision. VexTrigger_with_pop_collision.hipnc Edited December 11, 2019 by flcc Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.