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* |
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^ Creating simple Controllers |
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a) Make a necessary object |
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b) Create 2 nulls controllers |
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- Called them Shifting (position) and Rotation with changes from dot into Rectangle and Hexagon |
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c) On Shifting insert tag 'Xpresso' |
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d) Do rotation controller as a daughter of the shifting controller |
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e) In the Xpresso Editor |
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- add two nodes 'Matrix2Vectors' and a node 'Vectors2Matrix' |
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- Connect with offset shifting |
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- connect with V1, V2, V3 rotation node |
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- the 2 nodes 'Matrix2Vectors' connect with 'Vectors2Matrix' which is connected with the object: input: Global Matrix |
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^ Creating simple Controllers (part 2) |
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a) Global Matrix includes all views of position and rotation |
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- It's convenient as you use 1 node instead of a lot |
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^ Creating a Controller with task |
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a) The task is make a jumper sphere when we move for one axis |
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- Additional task is when we need that sphere mustn't be lower floor including changing any radius |
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- the second additional task is when we want to add deformation with jumps |
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b) Dependent object has to rotate within certain degrees |
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c) We do it via 'Range Mapper' |
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- Connect 2 necessary parameters (positionY and RotationZ of the 2 objects) |
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d) Range Mapper more detailed |
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- If we need, change units in Output Range into, for example, degrees |
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- Tick Clamp Lower and Clamp Upper for restriction |
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- Reverse for changing direction |
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- Input Lower, Input Upper and Output Lower, Output Upper the most necessary parameters for restriction |
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- If we need, we can change interpolation via 'Use Spline' |
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- Modulo for cycles (very useful) |
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e) For any radius we connect Radius with Output Lower |
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- For quick increasing definitions of jumping, we connect Radius with Math:Multiply which is with Output upper |
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f) Solving the second task is we add a daughter deformer squash and stretch with connection necessary parameter Factor which is with X moving -- another range mapper -- input Factor |
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^ Task one object follows for another with delaying |
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a) 2 objects connects positions |
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b) between objects a node 'Memory' in Vector |
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- Play with history depth and history level |
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c) going into detail |
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- History depth -- it's a common amount of memory which is kept on the second object |
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- History level -- it's a common number of frames which delay the second object |
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d) For setting initial distance between 2 objects according to one axis we should add nodes vector2reals and reals2vector. |
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- between them choose a necessary axis where in the middle Math:add |
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^ Object Index |
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a) It allows to find out index when you use iterators |
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