[Closed] Custom Attribute to control bitmap sequence start frame?
I have an image sequence set up for the diffuse map of one of my shaders, and I would like to be able to connect a custom attribute on the object itself to the “Start Frame” parameter of the shader’s bitmap sequence.
Can anyone point me in the right direction? Thanks.
Hows this…
b=box()
select b
sMat=standardMaterial()
bMap=bitmaptexture ()
sMat.diffuseMap=bMap
b.material=sMat
def=attributes testDef
(
parameters testP rollout:testR
(
tMap type:#texturemap
)
rollout testR "Test"
(
spinner startFrameSp "Start Frame:" type:#integer
on startFrameSp changed val do
(
if classOf tMap==Bitmaptexture then
(
print tMap.startTime
tMap.startTime=val
)
)
)
)
custAttributes.add b def
b.testDef.tMap=bMap
Hmm kinda related – I was just thinking how good a non-linear interface for controlling bitmaps would be in max…
Imagine an edit-suite type timeline popping open for controlling bitmaps in the material slots, with cross fades etc…similiar to the motion mixer but for bitmaps.
true if people have combustion. I do, but not all, and I don’t think the combustion .dll ships with the x64 version of Max.
Certainally not the Architect version of MAx… I may be mistaken but from memory when I was teaching Combustion recently it wasn’t loaded in the version of Max I was using to show intergration between the two.
Also lets face it Combustion is on it’s last legs as far as a product is concerned. But off topic.
Could it be done in Max somehow ??? would be nicer…maybe a nice script project for someone…
It should be possible as a material. I’m thinking you could hobble something together even with Max script and make it work.