Slow down/keyframe @Frame driven movements

   2081   2   1
User Avatar
Member
9 posts
Joined: 5月 2017
オンライン
Hello community!

Is there a way to control the @Frame output value with a slider?
Let's say I am moving a box in x with:

@P.x += @Frame*chf("Speed");

I would like to control the Position of the box with an animated chf function to make the box slower and slower over time until it stops at a certain point. This progression would be nice to animate with a slider.
But with the code above I only reset the cube to position 0 if i animate "Speed" to 0.
Maybe there is something else than the @frame attrib to create some sort of time dependent counter?
I also can't use solvers, need to stay in sop context.

Would be awesome if somebody could give me a hint



Cheers, Marco
User Avatar
Member
141 posts
Joined: 3月 2016
オフライン
Not sure I've understood exactly what you are after and I'm sure there's a more elegant way to do it, but you could try this
(BTW timeframe is in Frames)
Edited by Hatchery - 2021年3月8日 09:11:08

Attachments:
SlowOverTime.hiplc (133.1 KB)

Love Houdini
User Avatar
Member
9 posts
Joined: 5月 2017
オンライン
I am working on a Camera Rig.
One part of the rig should have some "strength" value to control a constant transformation or rotation based on $F or on vex level with @Frame. Similar to a Playstation Controller:
When you push forward- the character moves forward;
when you slowly let the joystick go - the character will slowly stop as well.
Your idea looks promising, I will take a closer look tomorrow to see if this could be the trick i was looking for.

Thx a lot for your help Hatchery!
  • Quick Links