Is there an elegent procedural way to pass between keyframe data and expression data inside the channel, ie I don't want to have to refrence an outside channel, and I don't want to hardcoed if $F==X, as I may(haha) have to reanimate this from time to time…and It will be used in 20+ channels… essentially I want to animate for awhile, apply a noise function for awhile, then animate again, but still have the ability to change my keyframes and not have to go and change all the expressions..
Thanks
3db.
keyframe to expression and back again
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- Phenom
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- edward
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One way is to have two objects per controller. The first object is where you do your keyframe animation. Then use a Fetch CHOP to fetch the animation, add in noise in CHOPs, and then export the modified animation onto your second controller object. In general, you don't need two objects, just two parameters.
A less flexible way which only works for object transforms is to parent one object to the other. Keyframe animate the parent object. Add motion noise in the second object in the translate/rotate parameters.
A less flexible way which only works for object transforms is to parent one object to the other. Keyframe animate the parent object. Add motion noise in the second object in the translate/rotate parameters.
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- Phenom
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Thanks edward, the chops works great…the other suggestion is you can actually add a keyframe, select the section of curve in the channel editor and in the function area add your expression…with +cubic() appended…the problem here is alot of dialing in is necessary to get it to line up precisely with no pops…
In working with the chopnet I found I wanted to refrence a specific key frame, regardless of it's position in time (it's position in time is the parameter I want to access)… if only there was a way to name keyframes, then refrence the name…anyone know if this is possible?
Thanks
3db.
In working with the chopnet I found I wanted to refrence a specific key frame, regardless of it's position in time (it's position in time is the parameter I want to access)… if only there was a way to name keyframes, then refrence the name…anyone know if this is possible?
Thanks
3db.
“Don't just look for what you think you will find”
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- edward
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- Phenom
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well that is easier then the way I did it, but I'm still losing all proceduralness, meaning if (again haha) I have to reaninmate the 20+ channels, that's adding 40+ keyframes in addition to the keys I'm already reanimating i have to futz with on each reanimation, and there is still the possibility more layers will be added doubling my number of reanimation steps… I beilieve chops is the answer, if I could refrence the frame on which a specific key lives all will be solved, I could reanimatie to my hearts content and the noise would only get implemented between the specified keys of each channel with a random seed generated per channel…
Thnaks for the help
3db.
Thnaks for the help
3db.
“Don't just look for what you think you will find”
-That CSI guy
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