Re: RE: Bouncing/Blinking

Date : Wed, 05 Sep 2007 23:32:48 -0700
To : XSI(at)Softimage.COM
From : Adam Sale <adamsale(at)shaw.ca>
Subject : Re: RE: Bouncing/Blinking
it does allow for _expression_ creation, but you have to do so within an explorer to access the individual R,G,B, params to hook the _expression_ into each channel..
 
the ppg only exposes a single parameter to represent the rgb values.. notice if you key the value that its actually keying three diff params..

Through the explorer you can set this up.. set scope to 'all + animatable parameters'
 
Adam
 
ps.. sorry if this was brought up as an option in an earlier mail.. I haven't read this thread from the beginning..


----- Original Message -----
From: Sofronis Efstathiou <SEfstathiou@bournemouth.ac.uk>
Date: Wednesday, September 5, 2007 2:20 pm
Subject: RE: Bouncing/Blinking
To: XSI@Softimage.COM

> That works...
>  
> Bit weird that you can't set an _expression_ directly on a RGB
> parameter within a Proprty page though..
>
> ________________________________
>
> From: owner-xsi@Softimage.COM on behalf of Sandy Sutherland
> Sent: Wed 05/09/2007 21:53
> To: XSI@Softimage.COM
> Subject: Re: Bouncing/Blinking
>
>
>
> Actually if you go to an explorer and find a ball for e.g. - then
> navigate into the ball, you will see a blue mat node, open that, then
> open the surface node, then the shader node where you will find
> a colour
> node - inside this, are all 4 divots for RGBA - each can be animated
> here, or have an _expression_ added or whatever!!
>
> Hope it helps
>
> S.
>
>
> Prapas Akie wrote:
> >
> > Actually, the balls change to white in 5 frames *_once_* they
> hit the
> > ground. The ground is a flat plan so it all happens at Y=0
> but, there
> > are a few hundred balls with their own timing.
> >
> > I know I can create a new pass and new MAT anim but that would
> have to
> > be hand-adj in the dopesheet for each ball at the frame it
> hits the
> > ground.
> >
> > I don't mind the labour, I'm hoping to save some time and hopefully
> > learn something new (in case they decide to double the amount
> of balls
> > again to 500).
> >
> > BTW, the "RGB color" does not allow for an _expression_ to be created.
> >
> > Thanks
> >
> > Akie Prapas
> > Infographiste 3D VFX
> > Les Chaines Tele Astral Inc.
> > 514.938.3320 X-4540
> >
> > ---------------------------------------------------------------
> ---------
> >
> > *De :* owner-xsi@Softimage.COM [mailto:owner-
> xsi@Softimage.COM] *De la
> > part de* James Easter
> > *Envoyé :* 5 septembre 2007 15:29
> > *À :* XSI@Softimage.COM
> > *Objet :* Re: Bouncing/Blinking
> >
> > Hmmmmm... well assuming you have a flat ground plane you could link
> > the color to the global y position so that as the balls
> > neared/hit/rebounded the ground their color would change.
> Basically as
> > they reach a certain point in the global Y (above the ground) the
> > color changes. If you have multiple ground levels then this
> would be
> > trickier. Perhaps this is something that can be done in post?
> >
> > ~ JamesCG
> >
> > On 9/5/07, *Prapas Akie* <aprapas@chaines.astral.com
> > <mailto:aprapas@chaines.astral.com>> wrote:
> >
> > Hello,
> >
> > I have a scene that started with a few random 'bouncing balls' in
> > military formation that has now turned into a few hundred random
> > bouncing balls still in military formation.
> >
> > Now the client would like the balls to 'blink' (basically
> change color
> > to white over 5 frames) when they hit the ground.
> >
> > I tried to apply an _expression_ to the material (RGB values)
> with no
> > success. It seems that feature is N/A.
> >
> > Is there a miraculous fix for this scenario or am I SOL with a
> one at
> > a time modif?
> >
> > Thanks and have a goodday.
> >
> > Akie Prapas
> >
>
> --
> ----------------------------------------------------------
> Sandy Sutherland  Digital Doodeller - TD
> Blackginger (Cape)  http://www.blackginger.tv
> <http://www.blackginger.tv/>
> mailto:sandy@blackginger.tv
> (P) (+27 21) 488 1188  (Cel) 0827893789
> ----------------------------------------------------------
>
>
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