[Closed] multiple Spinner controller
Not really. It’s a custom attribute def. It allows you basically to store a variable on a node/modifier/etc, and then you are able to wire the spinner to the custom attribute, and the custom attribute to whatever you wanted to control. Fairly straightforward, PEN could tell you the real power of them I suppose. I haven’t played with them too much.
-Colin
well. i need to find the bend controller for a spinner. need the spinner to be linked to the angle of a bend modifier. the stupid listner never gives me the correct syntax on anything
by going to your animation curve editor, and selecting your box, or whatever has the bend modifier on it, and expanding it, you’ll see the track “angle”, under “bend”, this should give you understanding that the bend modifier has a property called angle, to which is assigned a default controller @ .controller, using this logic
spinner spn_angle "Angle" controller:$Box01.modifiers[#Bend].angle.controller
should work
sorry. already went down that line of logic and it doesnt work
i get
unable to convert:undefined to type:controller
I tried it and believed it worked. Maybe it didn’t. I’ll check again.
i still have not figured out that bend modifier problem and my new one comes with using a possition constriant.
if i use the code
$Colonel_Eye_focus_dummy.pos.controller.weight[2] = 100
then i can alter one of the weights. however im trying to code something to delete a keyframe created for that weight
button XFree1 "X" pos:[392,288] width:15 height:15
on XFree1 pressed do
(
deselectKeys $Colonel_Eye_focus_dummy
selectKeys $Colonel_Eye_focus_dummy.pos.controller.weight[2] currentTime
deleteKeys $Colonel_Eye_focus_dummy.pos.controller.weight[2] #selection
)
currently im using
button XFree1 "X" pos:[392,288] width:15 height:15
on XFree1 pressed do
(
deselectKeys $Colonel_Eye_focus_dummy
selectkeys $Colonel_Eye_focus_dummy currenttime
deleteKeys $Colonel_Eye_focus_dummy #selection
)
which basically deletes the keyframes for everything with that object at that frame number but ive got 3 weights and i only want to get rid of the keyframe for that single weight only
I will try to help with that Bend problem… However it may be wrong… So there you go.
I had what I think was the same problem with controller of a spinner. (was a slider, but meh, same thing)
I had to rely on :
on MySpinner changed SpinnerState do
(
MyNode.controller.weight = SpinnerState
)
or something like that… I know it’s not elegant, but it worked for me.
Or maybe I didn’t understood your problem.