View Full Version : Shaking expression
LaMereHic 09-05-2010, 07:46 PM I am looking for a expression to have a member shake, inside the IK....
and i want to have control on the shake.. from nothing to a big shake, then to nothing for example..
If someone have a clue, thanks..
I tried a texture channel but it seems that i cannot control the texture amplitude with graphs
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Carm3D
09-05-2010, 10:23 PM
Add two master channels. Put the "NoisyChannel" channel modifier on the first. Animate the 2nd channel between the values of 0 and 1. Then make an expression to add the NoisyChannel'd channel multiplied by the 2nd master channel to be added to any channel you like.
LaMereHic
09-06-2010, 02:57 AM
So, i put 2 Master channels, of type "number",
then, to put anything inside, what do i do?
and to link that to something, what is the process?
I actually tried to put a slider, that makes appears a channel, then i tried differents way to link that, but it goes wrong, and i miss the way to get a proper expression, adding the result to the channel value..
So i get the targeted object going to the origin.
By the way i would like to link the DOF to a null, what should i do?
Thanks for the answers.
LaMereHic
09-06-2010, 02:28 PM
for the moment, i got, 2 channels, one named "Bruit" the other "On", in which i did put values in graph editor.
The first, i did put a noisy channel, the second i did key some value.
then i get this expression
[MC.Bruit]*[MC.On], when i apply it, in the tab "motion", with the Expression menu, in additive, after IK, it gives me a error "invalid channel reference" for the 2 channels.
What did i missed?
PentamiterBeast
09-06-2010, 06:26 PM
Expression motion modifier cant read MC.channels... long standing bug sadly.
Also, you say you're trying to shake something within the IK... is it one of the IK controlled items that you're wanting to apply shake to? If so, then you sont want to apply it afterIK anyhow, as that would cause the IK to come away from the goal, it needs to happen before, or alongside IK, so that the solver can still reach the goal allowing for the shake.
Also, again assuming that's what you're trying to shake, you wont be able to add shake to a channel thats already being controlled by IK, it needs to be one of the "keyframe" channels.
If all tahts the case, then you can do as Carm pointed out, but use the regualr expression editor in graph editor to apply the results to the relative channel, and it'll all work together jsut fine.
Otherwise, there are other motion modifiers you can apply, super jitter,jolt, and a whole bunch of free things from over the years that you can search out on flay with terms like shake, wobble, ratlle, etc.
LaMereHic
09-06-2010, 09:47 PM
Thanks to your answers,
I used the texture layer and the sliders to get the result wanted and all comes fine.
LaMereHic
09-06-2010, 09:54 PM
Somebody has a idea of how to make a autofocus to a null?
mikadit
09-07-2010, 09:23 AM
Apply the following expression or the Range Finder (from the Expression Builder) to the Focal Distance of the camera:
vmag(Camera.wpos(Time) - Null.wpos(Time))
LaMereHic
09-08-2010, 01:16 AM
Thanks a lot
Carm3D
09-09-2010, 11:29 AM
I didn't know about that bug. You can add a null and add your noisy channel modifiers there. Then use the MC for the switch.
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