Rafal123 Posted October 13, 2006 Share Posted October 13, 2006 Why Scale_Time parameter on DOP node can't be animated?? Quote Link to comment Share on other sites More sharing options...
craig Posted October 13, 2006 Share Posted October 13, 2006 What would that mean? Right now, it's a single value that says "take this simulation and make it X% longer/shorter" What would you expect to have happen if that value were animating? Quote Link to comment Share on other sites More sharing options...
Rafal123 Posted October 13, 2006 Author Share Posted October 13, 2006 What would that mean?Right now, it's a single value that says "take this simulation and make it X% longer/shorter" What would you expect to have happen if that value were animating? yeah, but I thought it can be used to make rbd move slow and then fast in the same sim Quote Link to comment Share on other sites More sharing options...
craig Posted October 14, 2006 Share Posted October 14, 2006 Oh, ok, I get it. No, you can't do that - at least, not easily. I suppose in theory you could animate all the forces and velocities and stuff, but I think that would quickly get out of hand. Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 15, 2006 Share Posted October 15, 2006 what about modifing it chops? martin Oh, ok, I get it.No, you can't do that - at least, not easily. I suppose in theory you could animate all the forces and velocities and stuff, but I think that would quickly get out of hand. Quote Link to comment Share on other sites More sharing options...
craig Posted October 16, 2006 Share Posted October 16, 2006 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! Quote Link to comment Share on other sites More sharing options...
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