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
Slow down/keyframe @Frame driven movements
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- Marco Fontan
- Member
- 9 posts
- Joined: 5月 2017
- オンライン
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- Hatchery
- Member
- 141 posts
- Joined: 3月 2016
- オフライン
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- Marco Fontan
- 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!
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!
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