View Full Version : Speedramps
RiotManZ 11-28-2002, 02:29 PM Hi there!
Can anyone tell me if it is possible to do speedramps in max, where i can change from i.e 0% to 100% and back?
This should be possible in the same animation.
Or do I have to use Combustion or another Comp-tool?
:curious:
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Ian Jones
11-29-2002, 01:34 AM
What is a speedramp? My geuss is that you mean a displacement map. Whereby if you have a planar object, you assign a displacement modifier to it, within which you assign a greysacle bitmap. Mid grey(128,128,128) will not move the mesh, white(256,256,256) will move it positively, black(0,0,0) will move it negatively. anything imbetween is a percentage of this movement. By making a linear gradient in photoshop from black to white and assigning it as a displacement modifier to a planar object you will displace the mesh into a ramp, or angle. You can create terrain this way, by importing a topographical map and cleaning it up then using it to displace your gemoetry and create mountais and valeys.. etc... like a program called Terragen.
Is that what you meant?
Chris
11-29-2002, 01:45 AM
Sounds like he's after speed changes (like slow motion). It is possible in Max, essentially slow motion is just stiff moving slower onscreen - so you could just animate it slower. However there is an excellent script on Scriptspot (by Bobo) called 'Maxtrix' I think, which kind of automates it a bit for you.
BrandonD
11-29-2002, 05:34 AM
Try using Ease Curves or Multiplier Curves on tracks in the Curve Editor. These work like modifiers on tracks by changing the values without affecting the keys in the tracks. You can instance them across multiple tracks as well as pipe other track data into them (via Script Float, Noise, Waveform, etc).
An Ease Curve gives you a value of 0 to 1.0. By adding keys anywhere along that curve you can accelerate/decelerate key values. A Multiplier Curve starts with a multiplier of 1.0. Any up or down motion along the curve will be multiplied to the track it modifies.
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