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View Full Version : Custom Attribute to control bitmap sequence start frame?


platypus
10-15-2008, 09:33 PM
I have an image sequence set up for the diffuse map of one of my shaders, and I would like to be able to connect a custom attribute on the object itself to the "Start Frame" parameter of the shader's bitmap sequence.

Can anyone point me in the right direction? Thanks.

PEN
10-16-2008, 02:28 AM
Hows this..

b=box()
select b
sMat=standardMaterial()
bMap=bitmaptexture ()
sMat.diffuseMap=bMap
b.material=sMat

def=attributes testDef
(
parameters testP rollout:testR
(
tMap type:#texturemap
)

rollout testR "Test"
(
spinner startFrameSp "Start Frame:" type:#integer

on startFrameSp changed val do
(
if classOf tMap==Bitmaptexture then
(
print tMap.startTime
tMap.startTime=val
)
)
)
)

custAttributes.add b def
b.testDef.tMap=bMap

hotknife
10-16-2008, 11:59 AM
Hmm kinda related - I was just thinking how good a non-linear interface for controlling bitmaps would be in max....

Imagine an edit-suite type timeline popping open for controlling bitmaps in the material slots, with cross fades etc...similiar to the motion mixer but for bitmaps.

PEN
10-16-2008, 12:26 PM
Just use Combustion with the Combustion material.

hotknife
10-16-2008, 12:53 PM
true if people have combustion. I do, but not all, and I don't think the combustion .dll ships with the x64 version of Max.
Certainally not the Architect version of MAx.. I may be mistaken but from memory when I was teaching Combustion recently it wasn't loaded in the version of Max I was using to show intergration between the two.
Also lets face it Combustion is on it's last legs as far as a product is concerned. But off topic.

Could it be done in Max somehow ???? would be nicer...maybe a nice script project for someone..

PEN
10-16-2008, 04:42 PM
It should be possible as a material. I'm thinking you could hobble something together even with Max script and make it work.

platypus
10-16-2008, 05:29 PM
many thanks. I'll give this a shot.

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