It may not be the effect you're after, but here's a crude non-ICE
approach with an _expression_ offsetting the original fcurve in X
using noise:

On 4/17/2012 10:14 AM, Alan Fregtman wrote:
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
|