F-Curve Controller.js - v7+ only

tg_jp

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F-Curve Controller.js - v7+ only

Hello,

It's a tag script to control other object's f-curve with attached object's f-curve. available only v7+.

its parameters are almost same as F-Curve Linker.js..

tag index: -1 means attached object, and if 0/1/2.. means index of tag ( usually 0 indicates mode tag of attached object)
parameter: select which parameter you want get to control
p.name: if you select 'other' at parameter, you can input parameter name manually. in case you use material parameter, it will be 'material.[node id].[parameter name]'.
get for: which value you want to get from Vector value ( x / y / z, h / p / b )
check parameters: you can check parameter's name of current settings ( you can check [node id] with this button )

target object: target object to be controlled
target tag index/target parameter/target p.name/set for/check target parameters: same as above, but for target object.

formula: you can input formula manually as javascript, it should contain v character as get value. for example.

multiplied by 2: v * 2
divided by 2: v / 2
sine: Math.sin(v)
floor: Math.floor(v)


Best.

tg_jp, Hiroto
 

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  • c3d_fccontroller_20170315.jpg
    c3d_fccontroller_20170315.jpg
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This may sound like an odd question, but is it possible to use this (or, Linker, but I assumed that doesn't work in v7) to do things like tail wobble or fat jiggling?

I was playing around with Linker and I came close to a tail wobble. By this, I mean a tail that sort of moves up and down and around while a character walks.

Thanks!
Bob
 
Hi,

here is a sample, please check it.

Best

tg_jp, Hiroto
 

Attachments

  • f-curve_sample_01.jas.zip
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I think I found it. I must have booked mark it at some point. Doesn't come up when I search your blog.

Bob
 
Pretty neat! I'll have to play around with that.

Is it happening automatically, or are you animating any parts of it?

Can it be made to have a falloff, meaning, if you grab the base of the tail and move it, then stop, the tail eventually comes to a gradual rest.

Bob
 
Hi,

in this sample scene, I attached 3 F-Curve Controller.js tag to "body" object. all 3 tags control certain objects with body's z position.

1st: x position of "tip target" object ( target object of IK handle ) with formula Math.sin( v ) * 0.5.
2nd: y position of "tip target" object ( target object of IK handle ) with formula Math.sin(v*2) * 0.1.
3rd: b rotation of "neck" object with formula 38 + Math.cos(v) * 20.

about "falloff", I think you can use "Point Constraint" tag attached to IK Handle's target and some value for weight. without F-Curve Controller.js script.
;)

Best

tg_jp, Hiroto
 
I'll have to digest all that!

Thanks for all the information. I wish I could code. I have lots of idea (rigging, animation) but can't follow through with them.

Bob
 
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