Jump to content

time based lerp/conditions in VEX


hmihalis1

Recommended Posts

Hi everyone.

I'm hoping someone could take a look at this VEX and help me simplify it/point towards a more standardized way of handling time based conditions and blends in the DOP context, as I keep hacking together things to fill the similar requirements but it's always really over complex.

 'm searching for nearby points on prims in the 2nd input of this wrangle and if found snapping my position to the nearest point on that prim, plus adding a bit of the velocity. I want to start a timer from the time that the point is found and run that through two ramps; one to lerp the position and the other for the velocity.


Clearly its very convoluted and i'm also setting a lot of extraneous attributes, as I find if I try to use variables they often get reset each frame. It would be amazing if I could cut this number of lines in this down, or just get some tips on making it more readable. 

Many thanks, 

H

curves.thumb.JPG.43108cc434c4dd44030e58fc15dbfa95.JPG

 

window_odforce.hiplc

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...