timur04 Posted April 18, 2020 Share Posted April 18, 2020 So I have a simple setup that almost works.. I want values from music to drive vellum balloons up and down. Not all at once, but like an EQ. The problem, DOPS network freezes the values, so its stuck with the original values that are on the very first frame. How do I make the music lift the balloon, then gravity would pull it back down? I've included by scene. test_c_v05.hip Quote Link to comment Share on other sites More sharing options...
anim Posted April 19, 2020 Share Posted April 19, 2020 (edited) you may need to lock your resample1 CHOP so that the curves are saved into hip file when posting to forums, otherwise we don't know what values you are dealing with however to get the values into DOPs: - disconnect or delete sopsolver1 - on your popwrangle1 set Inputs/Input1 to First Context Geometry and use code like this: float dist = point(0, "dist", @ptnum); v@force.y += dist*chf("strength"); Edited April 19, 2020 by anim Quote Link to comment Share on other sites More sharing options...
timur04 Posted April 20, 2020 Author Share Posted April 20, 2020 Perfect, this is exactly what I needed! Also, I have the color randomly flickering before it is piped into dops. What is the bit of code I can write that would reference that? Thanks! Quote Link to comment Share on other sites More sharing options...
anim Posted April 20, 2020 Share Posted April 20, 2020 52 minutes ago, timur04 said: Also, I have the color randomly flickering before it is piped into dops. What is the bit of code I can write that would reference that? since your Cd attrib is promitive, you can either add this line into your code v@Cd = prim(0, "Cd", @primnum); or you can promote your Cd to point right after color1 and use this line v@Cd = point(0, "Cd", @ptnum); or to keep it on primitive you can also run the first one in Geometry Wrangle DOP that runs over primitives 1 Quote Link to comment Share on other sites More sharing options...
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