FR3D Posted November 1, 2020 Share Posted November 1, 2020 (edited) i am trying to reproduce a ramp sliding effect from vop to wrangle. I used the vop version for very long without issue,i add a parameter before the ramp to move its position(usually used to slide the ramp across UVs) For some reason it seems i am not reproducing the wrangle the right way. you can see the vop in the pic and my attempt at reproducing it in wrangle. i posted the file. script: float ptnum = (float)@ptnum; float numpt = (float)@numpt; float anim = chf("page_animation"); //slider from -1 to 1 float div = ptnum/numpt; float bend_anim = div+anim; float ramp_bend = chramp("ramp_bend",bend_anim); @bend = fit(ramp_bend,0,1,chf("bend_left"),chf("bend_right"));//slider from -90 to 90 book_odforce.hip Edited November 1, 2020 by FR3D 1 Quote Link to comment Share on other sites More sharing options...
Aizatulin Posted November 1, 2020 Share Posted November 1, 2020 Hi, this should work float grad_anim = clamp(div+anim, 0, 1); 2 Quote Link to comment Share on other sites More sharing options...
FR3D Posted November 1, 2020 Author Share Posted November 1, 2020 1 hour ago, Aizatulin said: Hi, this should work float grad_anim = clamp(div+anim, 0, 1); Yep it does thank you. Does that mean that in vops it is automatically clamped? Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 1, 2020 Share Posted November 1, 2020 I think spline/Ramp Function do this normalize In Vop ...guessing 1 Quote Link to comment Share on other sites More sharing options...
Aizatulin Posted November 1, 2020 Share Posted November 1, 2020 (edited) Yes it looks like, that wrangle is value % 1 and VOP is clamp. ramp_wrangle_vop.hipnc Edited November 1, 2020 by Aizatulin 1 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.