how make ctrl morph with simple conditional branch?
Can I make ctrl morph with conditional branch?
eg, I made pose by rotation of 2 nodes as I like.
node A set 50, nodeB set -10,
then make pose controller, Erc Freeze , name it as CtrlAsIlike
set min (-1) to max (1), create,,
Now I get new controller, ctrlAsIlike(value)
if I check it,,
ctrlAsIlike(1)>> the nodeA= 50, nodeB = -10.
it must be.
then ctrlAsIlike(0)>> the nodeA = 0, nodeB = 0
it should be,, if it can not turn zero, the zero figure,zero pose may not work correctly, I think,,,
then,,
I am embarassed, when I set ctrl value to -1.
if there is no rimits of two node, default, it will be, nodeA = -50 .node B= 10 I think,,
but if nodeA and nodeB has rimits,
value 0 to 1, both of nodes keep the step value,
then turnd zero, both of nodes must be turn zero.
value 0 to -1
if one node reach rimits, keep the rimits. and wait other node reach the limits,
then the value will stop on the rimits, if I am moving controller to -1.
I can understand it maybe right movements, it seems keep step value untill reach limits.
then stop. if I change nodeA rimits and nodeB rimits, they will move keeping the step value
of each node.
then I think if I can change CtrlAsIlike(-1) only?
when value 0 to 1, it keep original pose move.
so CtrlAsIlike(1), nodeA = 50, node B= -10.
but when I set CtrlAsIlike(-1) , I want to pose change,
nodeA= -20, nodeB= 5 .
if there is good way to make it on ds 4.5 , or ds script?
if it can do it, I think more complicate conditional branch controller may make
but I need not them yet, hope branch about plus value or minus value
of one controller,,,
(eg if I can set two morph face in one controller,,devil and engel,,
in this case, need another two morph,,and each of morph only work when plus or minus )
Comments
If I understand correctly, you want to create a morph that's controlled by two controllers? And the morph will only be enabled when both of them are active?
ERC by default don't allow conditional branches, but there is a workaround.
You have two controls (x and y) and a morph.
Make another control/dial for x, let's call it z, set the default value to 1.
Link z to x, so that when x is fully enabled (for example 1), then the value of z is 0.
Once that's done, link both z and y to the morph. Don't forget to reset the value of z to 1. Properly linked, the morph will only be enabled when both x and y is enabled.
wuu,,, I think it is alike,, but it seems different,, waht I want.
now think most simplecase,,
I want to make one controller which can controll other one moprhs
on both side (plus and minus) waht I want.
the ctroller name P , target moprh is babyX
if I slide ctrl P , the target morph (or node) value change. it is usuall,
then I slide P to 1 , babyX morph change 0.5
but if I slide P to -1 baby X morph change maybe -0.5
if baby X has min limits, eg(0) babyX morph will stop the limits (0)
even if I slide the controllerP to minu, babyX never change.
so I want to decide freely when I slide P to -1, how the babyX change.
then I think if I make two morphs (babyX, babyY)
but I can not exchange the target eg (o to 1, I controll babyX),
(0 to -1 controll baby Y)
I think you gave me big hint,, it maybe near what I think,,
yes,, I thought apply different limits with two morph,,
but,, how exchange the targets,,
I read documents about MCM it only active when other morph value is in decided scope,,
it is ok If I think the opositte pattern? @@,,
==============================
now I think and simplyfy more easycase,,,
if it can do, I may do it,,,about pose controll (though I need three ctrl or morph,,)
I made two character morph. ugly evil and cute engel
then they have limits evil (0 to 1) , engel (0 to1)
so I feel if I make one ctrl, which can change genesis shape both character.
CtrlDobleShape,,
if I slide CtrlDobleShape (to 1), gradually genesis change cute angel,,
then if I slide CtrlDobleShape (to -1) gradually genesis change ugly evil,,
so how can do it :coolcheese:
Found this a long time ago, hope it will help.
http://www.atlantis23.com/erc_download.html
At the very least, it should provide more details to help you.
But I think you're on the right track. For a controller with both negative and positive limits (-1 and 1), I use two helpers dials/controls. For example, for -1, I created a control/dial called down/back and vice versa (for 1, I created a dial called up/forward). Works pretty good for gettting around Euler restrictions on limb rotations.
Edited to clarify.
I try to read!! thank you much.:)
(when I first touched ds 4 I thought I need to lern more about basic principal of files,,
becaues I could not understand the means of "morph targets",, I understand a few days ago
the difference of light shader and skin shader ^^; it was so big step for me,,
I did not notice I applied default shader to figure skin everytime.)
I serched documents about poser files before,, but any of them lost linked,, so thank you! almost perffect manual
about cr2 files! )
and ,,if you can do it by just simple (so it may tidy,,) steps again and again on ds 4.5 erc and save,
tell me later please ^^
No problem, glad to help out.
As for writing the code, I generally try to avoid manually writing them to avoid typo/mistakes.
If you're using DS, be it DS3 or DS4, the Property Editor tab, allows you to link properties via ERC more easily. It doesn't allow you to make illegal ERCs (for example, a circular loop) and you can see the changes directly in the viewport when you change the deltaop values or the controller values.