Light controller for sequences, pinball table stuff?


#1

I have a lot of lights I need to control for a pinball table - I guess I need some kind of clever controller mechanism of I don#t want to animate by hand… any ideas?


#2

ok, not implying I’m clever…but surely the Mult of the light can be controlled by distance to some helper ? So if dist(Helper,Light)<0.1 say…crank up the Mult, else 0.

Can think of MCG…but surely some can maxscript this…

(actually, not sure if MCG can control the light Mult…just a thought)

Prolly scratch the MCG option…no light control…could maybe still hack it by MCG calling maxscript…but it’s still maxscript in the end.


#3

You should be able to do it with MCG and create a MCG controller that is based upon a distance to an object and put it in the Multiplier controller.
I’ll have a look.


#4

Here is an MCG Controller that should be put in the Multiplier of the light.
It measures the between two nodes, I use point helpers as you can see in the video.

You must Copy the light and not instance them. I have the light as a child of the second point helper - unfortunately you can’t child the point to the light as it creates a dependency loop.

https://youtu.be/XK5_st1DArgHK_DistanceController_v0.0.8.mcg (1.8 KB)

This can also be done quite easily with a script controller directly in the multiplier.


#5

oh yes. of course, a controller…just a float. Nice.


#6

Thanks guys, this will definitely be useful, although I was thinking more about programming sequences of multiple lights easily - for the “sequences” you see, when they all go in chains etc. l


#7

You could use MCG to read a bitmap which turns a light on/off based on the pixel colour…?


#8

You can sequence with material ID assignment with DCM.
Then may be use as mesh light?

http://cganimator.com/3dsmax-datachannel-modifier-sample-pack-2/

Check
ChangsooEun_DC2_MXS_animateByFaceID_A.max
ChangsooEun_DC2_MXS_animateByFaceID_B.max