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Bye Bye Step Effector


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#1 tezuka

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Posted 16 February 2011 - 12:14 AM

Formulas not only work with "normal" value fields
but also in the value field "Key Time", which shows up after keyframing.
Here's a formula which helps you to offset keyframes for specific amounts of frames.

My FPS is 25, so if yours differs, your values should be set accordingly.

FPS: 25 which means 1s = 25 Frames; 0.4s = 10 Frames;

Select your column of keyframes and paste the formula into the Key Time field.
(Works best with one column of keyframes)

x+(num*.4)
Offsets keyframes for 10 frames from origin keyframe position

1+(num*.4)
Offsets keyframes for 10 frames, starts first keyframe at frame 25

Random Offseting:
x+rnd(1)
offsets keyframes between 0 and 25 Frames from origin keyframe position

Keep in mind, C4D internally indexes all of the objects, so if you mess up
your object order in the object manager, for example after making duplicates/renaming them,
the keyframe calculations gives results in an incorrect order! With normal value fields
like PSR for example this doesn't happen, because the object order in the
object manager is relevant there. I think this is due to internal indexing behavior
which gets important for the keyframing stuff, not sure though.

Also helpful:
Time Reversing Keyframes
- Select Keyframes
- In the Timeline go to Functions -> Move/Scale
- Set Scale to -1 and Move to 0
- Reposition your keyframes as they get mirrored from first keyframe

Background Info:
x = Original value of selected Objects/Elements/Keys/Values
num = Index value of selected Objects/Elements/Keys/Values
tot = Total number of selected Objects/Elements/Keys/Values
rnd(Value) = Random number between 0 and Value

#2 Colin@movecraft

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Posted 16 February 2011 - 02:30 AM

huh. cool stuff, just tried it out. Although isn't the advantage of the step effector offsetting time is that you don't have a multitude of keys?

Still really interesting. Does num work as index order in a group (kinda like mograph), or is it just the whole OM?


c

#3 tezuka

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Posted 16 February 2011 - 07:25 AM

huh. cool stuff, just tried it out. Although isn't the advantage of the step effector offsetting time is that you don't have a multitude of keys?

Still really interesting. Does num work as index order in a group (kinda like mograph), or is it just the whole OM?


c


The more I dive into mograph the more I value the worth of good old keyframing. You're absolutely right, the step
and the inheritance effectors are a huge help. Especially when it comes to thousands of objects, but if you only have
to animate objects of say 20 something normal keyframes are preferable.

"num" works as index order in a group of objects, it's the index value of the selected objects, you didn't read till the end of the post, did you? ;-)
With keyframe nonrelated stuff it's very easy. You select your objects, the index order is from first selected object in the object manager to last selected. It's read and given top to bottom of the object manager.
When it comes to the keyframe formula procedure shown above, also the internal c4d index is getting referred to. Which
could give mixed up results if you change the order of the objects in the object manager. Maybe a bug?

Edited by tezuka, 16 February 2011 - 08:39 AM.


#4 tezuka

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Posted 16 February 2011 - 09:01 AM

Tested a little bit more, got the solution for the indexing problem,
now it doesn't matter if you mix up the the object order in the Object Manager.
It's read top to bottom on selected objects.

C4D needs a refresh for the indexing. All you have to do is switch for example
from the key mode to the f-curve mode. Switch back, now you can enter the
formula above and the keys get offset accordingly.

#5 the_Monkey

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Posted 16 February 2011 - 09:09 AM

Time Reversing Keyframes
- Select Keyframes
- In the Timeline go to Functions -> Move/Scale
- Set Scale to -1 and Move to 0
- Reposition your keyframes as they get mirrored from first keyframe

Timeline > Key > Mirror X does this in one step.
I used to play the scale/offset game far too often.

Someone at Maxon pulled out the "indexed variable formulas" at NAB last year to the amazement of many seasoned artists who were unaware of it (including myself). While it is pretty cool... I have to admit... I haven't used it much in my workflow. But it never hurts to add a little extra formula power to your toolbox.

-m

#6 zook

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Posted 16 February 2011 - 09:50 AM

Er, sorry for being a bit thick but what use is this? What does it do? Examples?
Ars longa, vita brevis.

#7 tezuka

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Posted 16 February 2011 - 10:59 AM

The formula reproduces the Time Offset Parameter from the Step Effector for real keyframes.
Take a couple of objects, keyframe all of them, select one column of keys, put in the formula.

#8 douwe

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Posted 16 February 2011 - 02:26 PM

mmm. interesting.
this is new to me.

great to know and play around with.
time will tell if it turns out to be useful.

douwe
www.c4dlounge.eu : dutch c4d community (Belgium / Netherlands)
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#9 Colin@movecraft

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Posted 18 February 2011 - 07:11 AM

"num" works as index order in a group of objects, it's the index value of the selected objects, you didn't read till the end of the post, did you? ;-)


tl;dr

:D

c

#10 simonfarussell

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Posted 18 April 2011 - 04:43 PM

This is awesome.
And very useful.
Thanks




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