You can't query data at random frames, so unless you made your animated
data into an array, you can't offset in X (time), only in Y (value).
(Not with ICE, anyway.)
With 2013's new SDK enhancements you could at least easily write the
array via scripting... but I think that's overcomplicated for what you seek.
On 4/17/2012 9:49 AM, Thomas Volkmann wrote:
But this only gives a variation of the intensity, not of the timing. I
ended up doing it as I always do it...I really should start setting up
custom compounds for stuff I do again and again.
Thanks!
Alan Fregtman <[email protected]> hat am 17. April 2012 um
15:36 geschrieben:
How about plugging that animated Scalar node's output into a
Multiply node's first input, then on its second input you plug
either a Turbulize Around Value or a Randomize Around Value, where
either's "base value" is set to 1. That should do it.
On 4/17/2012 4:02 AM, Thomas Volkmann wrote:
Good morning List,
maybe it's just too early, but I have a scalar-node with
animation on it (that is supposed to drive scaling) and I want
it to offset to get some variation. Is this possible in this
easy way, or do I have to give each point a
triggerAtFrame-attribute, compare to current frame and use a
new state (or similar using an if-node).
How do you do this normally? (I do it with if-nodes,
current-frame compared to triggerFrame and rescaling usually,
but my mind is so slow this morning that I am longing for a
quick one-node solution)
Thanks,
Thomas