Page 4 of 64 FirstFirst 1234567814 ... LastLast
Results 31 to 40 of 636

Thread: The LSX tutorials thread!

  1. #31
    Join Date
    Sep 2009
    Location
    Brno, CZ / Povazska Bystrica, SK
    Posts
    491

    Default

    check if you've got access to collaborative manual, if not ask drlava to give you access, there is some basic description of what's what https://docs.google.com/document/d/1...BNSG9vYSM/edit

  2. #32
    Join Date
    Nov 2010
    Location
    The Netherlands
    Posts
    1,066

    Default

    can this also be a questions thread? ^^

    im wondering how to build up speed with LSX.
    for example i have a event that turns on its Z from 0 to 0.7. If i were to set it to 1.7, it would spin alot faster. But....a second event directly after(wich has desame image and stops at 0.7 so doesnt look like a other event) i want to build up more speed then the event before.

    So i have event 1: circle wich turns because i command it to go from 0 to 0.7. Second event starts at 0.7 and is exactly desame circle. So it looks like nothing happened. With this event i want to build up speed and then let it fade out. I cant get it done. I can ofcource give it more speed by simply making it turn more rounds. but it doesnt go fluid. i want to make the speed increase nice and fluidly, not BAM sudden speed increase.

    How to get this done? ^^
    You are unique! Just like everyone else...
    Mum: What do you want for breakfast? Me: Lasers Ofcource!

  3. #33
    Join Date
    Sep 2009
    Location
    Brno, CZ / Povazska Bystrica, SK
    Posts
    491

    Default

    i'd use exponential function for that

  4. #34
    Join Date
    Nov 2010
    Location
    The Netherlands
    Posts
    1,066

    Default

    Whats that? A animation type like expression, sine-wave ect? Tried those already.
    You are unique! Just like everyone else...
    Mum: What do you want for breakfast? Me: Lasers Ofcource!

  5. #35
    Join Date
    Sep 2009
    Location
    Brno, CZ / Povazska Bystrica, SK
    Posts
    491

    Default

    i don't know if i understood it correctly, create for example RotateY event, select Exponential type of animation, set Upper Limit to number of rotations you want and set the Exponent to something like 5, is it the desired effect?

  6. #36
    Join Date
    Jul 2008
    Location
    My momentum is too precisely determined :S
    Posts
    1,777

    Default

    I tried something with damping but it didn't work out too well.

    Exponential is probably the way to go: change the type of animation to exponential and increase the Exponent value.

  7. #37
    Join Date
    Nov 2010
    Location
    The Netherlands
    Posts
    1,066

    Default

    Quote Originally Posted by dzodzo View Post
    i don't know if i understood it correctly, create for example RotateY event, select Exponential type of animation, set Upper Limit to number of rotations you want and set the Exponent to something like 5, is it the desired effect?
    nope but close. It does indeed build up the speed i want, but it begins at stop. remember that the event before already build up speed so i want to maintain that speed, only make it go faster.

    EDIT:
    ah together we can solve things

    Got the effect i wanted now.
    Need to make a extra event for the exponential. maybe you ment this?
    Anyway, first event can be as it was. second need to be turning in desame rotation speed as last event wich is easy.
    then a second rotation event is added under the other event, wich needs to be set as exponential.
    im crappy at english so i uploaded the example file i made:
    http://d.pr/f/pAmf

    You can see that at event 1 you can pretty much do whatever you want. the second event maintains rotation speed and then the third event wich is under the second makes it build up speed.

    thanks guys !
    Last edited by borgqueenx; 11-11-2012 at 00:00.
    You are unique! Just like everyone else...
    Mum: What do you want for breakfast? Me: Lasers Ofcource!

  8. #38
    Join Date
    Jul 2008
    Location
    My momentum is too precisely determined :S
    Posts
    1,777

    Default

    That works.
    But be aware that the RotateZ in the Animator tab of the second event has no effect, it gets overwritten by the RotateZ event under it.

  9. #39
    Join Date
    Nov 2010
    Location
    The Netherlands
    Posts
    1,066

    Default

    I dont think so. It will "add" to it.
    For example if the animator tab gets 0 to 1 on z, the circle spins normally(also ofcource depends on time length of event)
    Make a event under it that also says from 0 to 1, then the circle begins to move more quickly.

    I can test this in a hour.
    You are unique! Just like everyone else...
    Mum: What do you want for breakfast? Me: Lasers Ofcource!

  10. #40
    Join Date
    Jul 2008
    Location
    My momentum is too precisely determined :S
    Posts
    1,777

    Default

    You're right, it does add up.
    Weird, this appears to be not the case for PostMoveY. Hm...

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •