Hey Adrian. you can attach the expression to the keyframe widget of both the incandescence property and the light intensity... you could tie the ctr_dist function into a conditional. If ball gets within x units of bumper (measured in global space) trigger events, else carry on as normal.
The others on list have a good point though, if you're tying together a number of events that occur when ball hits bumper, having it trigger an action that contains all the events within might be the most effective / organized way to manage the setup.
Scripted ops would be a good choice too as you can manage multiple i/o from the editor.
hmmph... in your original post you were looking at getting away from scripting.. looks lke its leading partially back down that road..
hey.. you able to make the trip to San Diego for Siggraph end of July?
Adam
----- Original Message -----
From: Frank Lenhard <franky(at)ixdream.com>
Date: Friday, March 23, 2007 1:48 am
Subject: Re[2]: Pinball rig - how best to proceed?
> you might be able to use that expression to drive a custom parameter.
> then you "link with" whatever you want to that cp.
> i dont know how but maybe there is a way to use such a expression to
> fire an action? then you could make a bunch of animations that get
> played back upon a hit.
>
> ciao
> franky
>
>
> Friday, March 23, 2007, 7:48:24 AM, you wrote:
>
> AL> Hey Adam,
>
> AL> Good to hear from you. I dont think I want to use RBD's for
> this, I need
> AL> more control of the ball. If I do use the ctr_dist function,
> how would I go
> AL> about tying that to the incandescence of the bumper so it
> flashes, or light
> AL> intensity, for that matter.
>
> AL> Adrian
>
>
> AL> On 3/23/07, Adam Sale <adamsale(at)shaw.ca> wrote:
> >>
> >> whats up Adrian..
> >>
> >> RBD's for the machine come to mind, unless you really need a
> scripted>> acting performance for the ball.
> >>
> >> Without scripting, I would suggest expressions, though you
> still have to
> >> write a few conditions. their is a ctr_dist(obj1,obj2) function
> provided for
> >> you to fill in the blanks.
> >>
> >> I guess you could also use a link with and set a number of
> relative values
> >> around each bumper..
> >>
> >> The documentation is pretty good on expressions though.
> >>
> >> Adam
> >>
> >> ----- Original Message -----
> >> From: Adrian Lopez <liquidlightdigital(at)gmail.com>
> >> Date: Thursday, March 22, 2007 8:36 pm
> >> Subject: Pinball rig - how best to proceed?
> >>
> >> > I need to animate a high energy sequence of a pinball bouncing
> >> > through a
> >> > pinball machine. It occurs to me that the bulk of the work,
> aside>> > frommodeling the table and bumpers themselves, will be
> animating>> > the flashes
> >> > and the bumpers actuating and flashing. Seems to be I
> should be
> >> > able to
> >> > leave this to XSI to handle while I focus on the ball and camera.
> >> >
> >> > Essentially, I'm thinking I'd like to set an ON and OFF state
> for each
> >> > bumper, and have XSI trigger the ON state whenever the ball makes
> >> > contact or
> >> > comes within a certain distance of a bumper. I've modeled every
> >> > bumper as a
> >> > separate object. I'd like to ramp up luminosity and glow on the
> >> > textures,and a movement, be triggered each time.
> >> >
> >> > Can anyone suggest a simple, non-scripting approach to this?
> >> >
> >> > --
> >> > Adrian Lopez
> >> > CEO | Director | Producer
> >> > Liquid Light Digital
> >> > Kingston, Jamaica
> >> > C: 876.381.2471
> >> > W: 876.978.6418
> >> >
> >> > www.liquidlightdigital.com
> >> >
> >> > HD/SD Production | VFX & Animation | Production Management
> >> >
> >> ---
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