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



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