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Animating Scaletime In Dop Net


Rafal123

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what about modifing it chops?

martin

Good point - that would be much simpler, at least conceptually. The thing is, that would be a post-process - the simulation would play out exactly the same, in the sense that the objects would all hit the same marks, but the timing would change. That's not the same thing as changing the timing of the active simulation, because that would (I'm pretty sure) change how the objects reacted to each other.

The other thing you can do, which is yet another variation on all this, is to do the simulation, then cache up (or write out) the position values for one or more objects. Now make those objects inactive, and feed them their positions through an RBD State DOP. Now you can use CHOPs to modify the speed of just those objects, which will obviously change how the simulation works as a whole. Interesting, and nothing to do with the original topic! ;)

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