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make a time node, key it (or express it using a sine wave), and connect that out to your animation.
So no you dont want to lookup anything at a sepcific time you want to make a lookup curve.
Thanks! I got it working, though I did it through set driven keys and then having another object go and add a multiplier,, I assume thats what you mean with lookup curve. Anyways thanks; due to your suggestion I got it working :).
I assume thats what you mean with lookup curve. Yes , driven key is just anim curve thats not driven by time all curves can d this. Actually sdk is something that does not exist at all its just a onceot for something else.
i think what your looking for is a frameCache node.
1.createNode frameCache.
2. Hook up animation curve to stream attribute.
3. Vary Time is the frame you want. Stream value is the value at that frame.
Oh no he really wanted to use a remap.
I want my rig to be able to speed up or slow down the automated breathing on a rig I'm working on. The altering how deep someone breathes is done easily enough by fiddling with constrain values on animated objects. But if you have a automated breathing animation, speeding it up or slowing becomes more difficult.
You could solve this by multiplying the speed of the animation, having the current value not reflect the frame, but the value from vale * multiplier.
But I got no clue how to actually look at a value from another frame. So is there a way to read the value of a object from a different frame then the one you are on?