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    Selected Keys? Move Keys?

    PYTHON Development
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 24/02/2011 at 08:34, xxxxxxxx wrote:

      OMG 🙂 - just dropped in for a look. Middle of some exhibition visual at present. Back this evening. Will have a good read later.

      cheers all

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 24/02/2011 at 08:34, xxxxxxxx wrote:

        Let me add, that in the SkriptManager op is automatically the selected Object. 🙂
        And you don't need to overload the timeln since you don't want timeline 2,3 or 4.
        So this works too:

          
            
            
            import c4d  
            def main() :  
              offset = 15 #change this value as needed  
              MoveSelectedKeys(op,offset)   
              
            if __name__=='__main__':  
              main()
        
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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 25/02/2011 at 03:47, xxxxxxxx wrote:

          Hi All

          Sorry for lack of contribution - yesterdays work over ran
          try to get back to this as soon as job is out of the door

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 26/02/2011 at 02:07, xxxxxxxx wrote:

            Hi all

            Finally escaped from the last job.

            A couple of things

            1
            Confusion
            Just to confirm - the original concept was for staggered keys on multiple objects
            Don't get me wrong - not complaining - just need to be clear what I'm seeing

            The code is there in the while loop looks like it iterates through all the tracks of a single selected object.
            If I select more than one object - nothing happens? (no provision in script so far)

            2
            I'd assume (if you want to modify keys differently for different objects) it would be better to write a small function 
            and modify the Key value before running Key.SetTime(...etc 
            dependent on the number of selected tracks
            Sadly I cant see a way to return the count of selected tracks (yes Scott I now see the route) - so I guess 
            the whole things needs to run in an outer loop - iterating through the selected objects?

            Another issue  - if you modify the offset inside the While track loop
            ie after
            key.SetTime..
            with something as simple as offset = offset + 10
            Assuming you have a POS ROT SCALE tracks as well
            Selecting all tracks is fine
            Selecting just one track ie POS - inserts two extra sets of keyframes
            as the while loop count is based on the total number of tracks
            Cant see a simple solution

            3
            can't find reference to
            C4d.NBIT_TL1_SELECT in the SDK - I take it these refer to the 4 timelines
            Where did you get that info pls?

            def MoveSelectedKeys(op,offset,timeln = 1) :    # offset in frames
                import c4d
              
                if (not op) or (not offset) : return False
              
                if timeln == 1: timeln = c4d.NBIT_TL1_SELECT
                elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT
                elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT
                elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT
                else:
                    import math
                    timeln = math.fmod(timeln,4)
                    MoveSelectedKeys(op,offset,timeln)
              
                doc = op.GetDocument()
                doc.StartUndo()
              
                track = op.GetFirstCTrack()
                if not track: return False
              
                fps = float(doc.GetFps())
              
                while track:
                    curve = track.GetCurve()
                    cnt = curve.GetKeyCount()
                    for i in xrange(cnt) :
                        key = curve.GetKey(i)
                        if key.GetNBit(int(timeln)) == True:
                            tme = key.GetTime()
                            doc.AddUndo(c4d.UNDOTYPE_CHANGE,op)
                            key.SetTime(curve,c4d.BaseTime(offset/fps+tme.Get()))
                    track = track.GetNext()
                doc.EndUndo()
                c4d.EventAdd(c4d.MSG_UPDATE)
              
                return True
              
              
            import c4d
            def main() :
                offset = 50 #change this value as needed
                MoveSelectedKeys(op,offset) 
              
            if __name__=='__main__':
                main()
            
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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 26/02/2011 at 03:06, xxxxxxxx wrote:

              1:
              You can simply use the function in an iteration through the selected objects.

              What means staggered ? Don't know the word ^^

              2:
              Why modifieng the
              key value ? I thought it's about moving keys ?
              And what do you want to achieve with offset = offset + 10

              Don't select a track, select the keys.

              3:
              It's in the GetNBits() function. Search for it without the c4d. in front.

              I'll can answer your questions better later when im at home in about 2 hours.
              Till then,

              cheers

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 26/02/2011 at 04:32, xxxxxxxx wrote:

                What means staggered ? Don't know the word ^^

                All explained here
                http://forums.cgsociety.org/showthread.php?f=182&t=959094
                with sample file (first post)

                file shows example of before and after stagger

                hth

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 26/02/2011 at 05:23, xxxxxxxx wrote:

                  Ah, you mean the 2nd Cube should start moving when the 1st one finished ?
                  That shouldn't be a problem.
                  I'll be back in a minute with a function doing this.

                  cheers

                  PS: Do still only the selected keys need to be moved ?

                  //So, this is a bit more complex than i thought. 😂
                  But it works fine 🙂

                  import c4d  
                  from c4d import documents  
                    
                  overlap = 20    ## Change this to the Frame you want to let the keys beeing overlapped  
                    
                  def MoveSelectedKeys(op,offset,timeln = 1) :    # offset in frames  
                    import c4d  
                    
                    if (not op) or (not offset) : return False  
                    
                    if timeln == 1: timeln = c4d.NBIT_TL1_SELECT  
                    elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT  
                    elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT  
                    elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT  
                    else:  
                        import math  
                        timeln = math.fmod(timeln,4)  
                        MoveSelectedKeys(op,offset,timeln)  
                    
                    doc = op.GetDocument()  
                    
                    track = op.GetFirstCTrack()  
                    if not track: return False  
                    
                    fps = float(doc.GetFps())  
                    
                    while track:  
                        curve = track.GetCurve()  
                        cnt = curve.GetKeyCount()  
                        for i in xrange(cnt) :  
                            key = curve.GetKey(i)  
                            if key.GetNBit(int(timeln)) == True:  
                                tme = key.GetTime()  
                                key.SetTime(curve,c4d.BaseTime(offset/fps+tme.Get()))  
                        track = track.GetNext()  
                    c4d.EventAdd(c4d.MSG_UPDATE)  
                    
                    return True  
                    
                  def GetLastSelectedKey(track, timeln = 1) :  
                    import c4d  
                    
                    if timeln == 1: timeln = c4d.NBIT_TL1_SELECT  
                    elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT  
                    elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT  
                    elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT  
                    else:  
                        import math  
                        timeln = math.fmod(timeln,4)  
                        MoveSelectedKeys(op,offset,timeln)  
                    
                    curve = track.GetCurve()  
                    cnt = curve.GetKeyCount()  
                    
                    for i in xrange(cnt) :  
                        key = curve.GetKey(cnt-i-1)  
                        if key.GetNBit(int(timeln)) == True:  
                            return key  
                    
                  def GetHNext(op) :  
                    if not op: return  
                    if op.GetDown() : return op.GetDown()  
                    while not op.GetNext() and op.GetUp() :  
                        op = op.GetUp()  
                    return op.GetNext()  
                    
                  def GetActiveObjects(doc) :  
                    import c4d  
                    lst = list()  
                    op = doc.GetFirstObject()  
                    while op:  
                        if op.GetBit(c4d.BIT_ACTIVE) == True: lst.append(op)  
                        op = GetHNext(op)  
                    return lst  
                    
                    
                  def main() :  
                    doc = documents.GetActiveDocument()  
                    doc.StartUndo()  
                    
                    lst = GetActiveObjects(doc)  
                    op = lst[0]  
                    if not op: return False  
                    
                    key = GetLastSelectedKey(op.GetFirstCTrack())  
                    if not key: offset = 0  
                    else: offset = key.GetTime().GetFrame(doc.GetFps())-overlap  
                    
                    
                    for i in xrange(len(lst)) :  
                        doc.AddUndo(c4d.UNDOTYPE_CHANGE,op)  
                        MoveSelectedKeys(op,offset)  
                        key = GetLastSelectedKey(op.GetFirstCTrack())  
                        if not key: offset = 0  
                        else: offset = key.GetTime().GetFrame(doc.GetFps())-overlap  
                        print op.GetName()  
                        op = lst[i+1]  
                    doc.EndUndo()  
                    
                    
                    
                  if __name__=='__main__':  
                    main()
                  

                  Here a tiny Screencast to show you how to use it:

                  " target="_blank" rel="noopener noreferrer nofollow ugc">

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                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 26/02/2011 at 12:08, xxxxxxxx wrote:

                    Hey Nux95

                    This is just great

                    And there's so much useful stuff here for reference
                    It's really appreciated  - many thanks

                    line 103 
                    op=list[i+1]
                    is throwing an error
                    index out of range

                    I guess this is just incrementing one object too many? at the end of the selected objects

                    Not wanting to take anything away from what you've done here - far beyond the call of duty 🙂
                    I think it would be nice to have the 'processing' part of the script possibly
                    in a function

                    ie release a collection of key manipulating scripts - by just changing the function

                    stagger - by offset - as we have now
                    stagger  - by total time - total time over which to stagger all frames
                    stagger exponentially large to small
                    stagger exponentially small to large
                    etc etc

                    cheers again

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 26/02/2011 at 13:22, xxxxxxxx wrote:

                      Originally posted by xxxxxxxx

                      line 103 
                      op=list[i+1]
                      is throwing an error
                      index out of range

                      Do you recieve that message every time ? It didn't appear when I was using the Script.

                      I guess this is just incrementing one object too many? at the end of the selected objects

                      Shouldnt. 'op' is already the object with index 0, and 'i' starts with '0', so the next object for 'op' in the first iteration should be 1 => 'i+1'
                      But .. Hm, very bizarre. I didn't recieve that error, but as I think about it, that error MUST occure at the end of the loop.
                      Try it like this and tell me if the problen still exists:

                        
                      op = lst[i+1]   
                      if not op: break # Hopefully there is a 'break' expression for 'for'-loops. If not try something that stops the loop   
                      

                      stagger  - by total time - total time over which to stagger all frames
                      stagger exponentially large to small
                      stagger exponentially small to large
                      etc etc

                      Why not writing a Plugin ? 😉

                      cheers, nux

                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 27/02/2011 at 03:10, xxxxxxxx wrote:

                        Using

                        if i+1 < len(lst) :
                        	op = lst[i+1]
                        

                        got rid of the index error

                        As far as writing a plugin. A bit beyond me at present, probably best to learn from your foundation work here Nux.

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                        • H
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 27/02/2011 at 08:05, xxxxxxxx wrote:

                          Trying to move this on in a more modular way
                          ie have a  function for each transformation on selected keys

                          just wondered if I was heading in the right direction???
                          (ignore print checkpoints just for testing)

                          Next objective to 'nudge' everything back
                          as 'everything' gets moved over by staggering process
                          ie first track shouldnt move - everything else - stagger

                          #####################################
                          Updated version in later post
                          
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                          • H
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 01/03/2011 at 00:42, xxxxxxxx wrote:

                            Making an effort to understand what I'm seeing

                            Line 14 function call within itself - seems incorrect?
                                   
                            MoveSelectedKeys(op,offset,timeln)

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                            • H
                              Helper
                              last edited by

                              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                              On 01/03/2011 at 07:21, xxxxxxxx wrote:

                              I am sorry, I may can go to my pc this weekend, but not earlier.

                              Does the Console tell you this ? O.o

                              If A function calls itself, everything starts again. But you may have changed some values before. (Here the timeln variable)

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                              • H
                                Helper
                                last edited by

                                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                On 02/03/2011 at 01:03, xxxxxxxx wrote:

                                Can anyone tell me why this message 
                                doesn't pop up if NO object is selected using the function from the code above?

                                lst = GetActiveObjects(doc)
                                    op = lst[0]
                                    if not op:
                                        gui.MessageDialog("No objects selected") 
                                        return False #leave the script if not an object

                                1 Reply Last reply Reply Quote 0
                                • H
                                  Helper
                                  last edited by

                                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                  On 02/03/2011 at 02:37, xxxxxxxx wrote:

                                  Dunnoo .. Gonna test this this weekend. Maybe it's because op = lst[0] ist not in the right column ?

                                    lst = GetActiveObjects(doc)
                                    op = lst[0] ## here
                                      if not op:
                                          gui.MessageDialog("No objects selected") 
                                          return False #leave the script if not an object
                                  
                                  1 Reply Last reply Reply Quote 0
                                  • H
                                    Helper
                                    last edited by

                                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                    On 02/03/2011 at 03:03, xxxxxxxx wrote:

                                    Hi Nux

                                    nope, not that - must be forum paste incorrect
                                    indent is as your example

                                    appreciate you can't test at moment

                                    I think its to do with this function setting op to the first object in doc
                                    if nothing selected
                                    that way op is never NULL 
                                    #####################################
                                    def GetActiveObjects(doc) :
                                        import c4d
                                        lst = list()
                                        op = doc.GetFirstObject()
                                        while op:
                                            if op.GetBit(c4d.BIT_ACTIVE) == True: lst.append(op)
                                            op = GetHNext(op)
                                        return lst
                                    #####################################

                                    1 Reply Last reply Reply Quote 0
                                    • H
                                      Helper
                                      last edited by

                                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                      On 02/03/2011 at 03:22, xxxxxxxx wrote:

                                      the list only gets appended if op is selected.

                                      1 Reply Last reply Reply Quote 0
                                      • H
                                        Helper
                                        last edited by

                                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                        On 03/03/2011 at 06:11, xxxxxxxx wrote:

                                        And this is where I'm at so far

                                        Ignore some Print items - just for console checks

                                        Still trying to make it modular
                                        ie have a function for each type of key transform - (just stagger in this one)
                                        appreciate any advice on good/bad code form

                                        added gui to take offset
                                        count selected objects - need more than 2
                                        and now first object doesnt get offset (its popped off array)

                                        #####################################
                                        def MoveSelectedKeys(op,offset,timeln = 1) :    # offset in frames
                                            import c4d
                                          
                                            if (not op) or (not offset) : return False
                                          
                                            if timeln == 1: timeln = c4d.NBIT_TL1_SELECT
                                            elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT
                                            elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT
                                            elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT
                                            else:
                                                import math
                                                timeln = math.fmod(timeln,4)
                                          
                                            doc = op.GetDocument()
                                          
                                            track = op.GetFirstCTrack()
                                            if not track: return False
                                          
                                            fps = float(doc.GetFps())
                                          
                                            while track:
                                                curve = track.GetCurve()
                                                cnt = curve.GetKeyCount()
                                                for i in xrange(cnt) :
                                                    key = curve.GetKey(i)
                                                    if key.GetNBit(int(timeln)) == True:
                                                        tme = key.GetTime()
                                                        key.SetTime(curve,c4d.BaseTime(offset/fps+tme.Get()))
                                                track = track.GetNext()
                                            c4d.EventAdd(c4d.MSG_UPDATE)
                                          
                                            return True
                                        #####################################
                                        def GetLastSelectedKey(track, timeln = 1) :
                                            import c4d
                                          
                                            if timeln == 1: timeln = c4d.NBIT_TL1_SELECT
                                            elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT
                                            elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT
                                            elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT
                                            else:
                                                import math
                                                timeln = math.fmod(timeln,4)
                                          
                                            curve = track.GetCurve()
                                            cnt = curve.GetKeyCount()
                                          
                                            for i in xrange(cnt) :
                                                key = curve.GetKey(cnt-i-1)
                                                if key.GetNBit(int(timeln)) == True:
                                                    return key  
                                        ####################################MINE
                                        def GetFirstSelectedKey(track, timeln = 1) :
                                            import c4d
                                          
                                          
                                            if timeln == 1: timeln = c4d.NBIT_TL1_SELECT
                                            elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT
                                            elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT
                                            elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT
                                            else:
                                                import math
                                                timeln = math.fmod(timeln,4)
                                          
                                            curve = track.GetCurve()
                                            cnt = curve.GetKeyCount()
                                            key = curve.GetKey(0)
                                          
                                            if key.GetNBit(int(timeln)) == True:
                                                return key 
                                        #####################################
                                        def GetHNext(op) :
                                            if not op: return
                                            if op.GetDown() : return op.GetDown()
                                            while not op.GetNext() and op.GetUp() :
                                                op = op.GetUp()
                                            return op.GetNext()
                                        #####################################
                                        def GetActiveObjects(doc) :
                                            import c4d
                                            lst = list()
                                            op = doc.GetFirstObject()
                                            while op:
                                                if op.GetBit(c4d.BIT_ACTIVE) == True: lst.append(op)
                                                op = GetHNext(op)
                                            return lst
                                        #####################################MINE
                                        def Stagger(doc,op,lst,keylast,overlap) :
                                            import c4d
                                            print "Length of list before pop", len(lst) 
                                            lst.pop(0)  #remove the first object as its not moved
                                            op = lst[0] #get fist active object again, less original first object
                                            print "Length of list after pop", len(lst) 
                                          
                                         
                                            offset = keylast.GetTime().GetFrame(doc.GetFps())-overlap
                                            for i in xrange(len(lst)) : #increment through allthe objects selected
                                                doc.AddUndo(c4d.UNDOTYPE_CHANGE,op)
                                                MoveSelectedKeys(op,offset) #moves all the selected keys on a track
                                                keylast = GetLastSelectedKey(op.GetFirstCTrack())
                                          
                                          
                                              
                                                if not keylast: offset = 0
                                                # the original cal moved everything # else: offset = key.GetTime().GetFrame(doc.GetFps())-overlap
                                                else: 
                                                    print "OS1", offset
                                                    offset = keylast.GetTime().GetFrame(doc.GetFps())-overlap
                                                    print "OS2", offset
                                                # object namecheck # print op.GetName()
                                                if  i+1 < len(lst) : # +1 stops index going out of range ie more objects than listed
                                                    op = lst[i+1]# ok to get next object in list
                                          
                                            return 
                                        #####################################
                                        def main() :
                                            import c4d
                                            from c4d import documents
                                            from c4d import gui
                                            
                                            c4d.CallCommand(1024314); # clear the python console
                                         
                                            # get a value form the user
                                            guival = gui.InputDialog("Enter a value < your max keyspan","10")
                                            print "Dialog Value =",guival
                                            overlap = int(guival)   
                                            doc = documents.GetActiveDocument()
                                            doc.StartUndo()
                                          
                                            lst = GetActiveObjects(doc) #get selected objects
                                          
                                            print "List Length = ", len(lst) 
                                            if len(lst)<=1:
                                                c4d.gui.MessageDialog("You need to select at least two objects") 
                                                return False #leave if not enough objects selected
                                         
                                            op = lst[0] #get fist active object
                                          
                                          
                                            keyfirst = GetFirstSelectedKey(op.GetFirstCTrack())
                                            keylast = GetLastSelectedKey(op.GetFirstCTrack())
                                            
                                          
                                            keyfirstval = keyfirst.GetTime().GetFrame(doc.GetFps())
                                            keylastval = keylast.GetTime().GetFrame(doc.GetFps())
                                            keyspanval = keylastval - keyfirstval
                                           
                                            print "Selected Keyspan 1st track = ", keyspanval
                                            print "Keytime of start key = ", keyfirstval
                                            print "Keytime of end key = ", keylastval
                                            
                                         
                                           
                                            if not keylast: offset = 0
                                            ##### else do the stagger
                                            else: Stagger(doc,op,lst,keylast,overlap) 
                                             
                                            doc.EndUndo()
                                          
                                        if __name__=='__main__':
                                            main()
                                          
                                        
                                        
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                                        • H
                                          Helper
                                          last edited by

                                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                          On 06/03/2011 at 08:05, xxxxxxxx wrote:

                                          Any feedback on programing 'form' would be appreciated.

                                          Think it would be useful to have a couple more transformations
                                          Stagger2 - enter total stagger length - x frames (rather than current overlap in frames)
                                          Accelerate - gradually space out over x frames
                                          Decelerate - reverse above
                                          Stack - thats essentially stagger with no overlap?

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                                          • H
                                            Helper
                                            last edited by

                                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                            On 06/03/2011 at 10:29, xxxxxxxx wrote:

                                            Well, works fine. If you want potential increament for eg. you need to calculate something with the offset value. 😉

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