Inside Vellum Solver: Pop Wrangle to affect Pop Force
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Hi everyone,
Inside a vellum solver, I want to adjust the amplitude of a pop force using a pop wrangle, but it's not working.
Pop Wrangle Script:vector posInput1 = point(1, “P”, 0);
if(posInput1.y > 0)
{
printf(“enter”);
@amp = 10;
}
I know that my script work because of the “printf” but I dont understand how to transfer the @amp to the pop force amplitude attribute.

Edited by morneauju66 - 2019年4月1日 08:54:35
Attachments:
questionPopSolver2.PNG (24.2 KB)
questionPopSolver.PNG (37.7 KB)
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- tamte
- Member

- 8982 posts
- Joined: 7月 2007
- Offline
You can use VEXpression on the POP force directly to affect it's parameters
Just tick Use VEXpressions checkbox below
Edited by tamte - 2019年4月1日 09:25:46
Tomas Slancik
FX Supervisor
Method Studios, NY
With the Pop Wrangle I'm able to reach a sop input in the menu “input”, but I don't think its possible with the pop force.
I used a point outside my solver to affect the amplitude.
vector posInput1 = point(1, “P”, 0);
-
- tamte
- Member

- 8982 posts
- Joined: 7月 2007
- Offline
morneauju66
I don't think its possible with the pop force.
you can use op: syntax to directly point to any geometry without defining the input binding
but regardless if nothing else, you can easily do
in the VEXpression to use your @amp attribute that you created in the wrangle to control amp value for the noise
Tomas Slancik
FX Supervisor
Method Studios, NY