Thinking of your timing problem, having to change the frames on each modifier if you wanted to start later. It made me wonder if you proactively had the same group node(s) between the inputs and the nodes they are interacting with. And inside those group nodes were add nodes. You could batch offset frame start stop values. It’s a flawed work around but it could save some time so you wouldn’t have to adjust every single frame start stop value. Dunno
Hmm, maybe... I was thinking about using a simulation zone that is controlled by checkbox. Once the checkbox is on, it fades in for some number of frames. Then if the checkbox is unchecked it will fade out over a few frames, and I can just keyframe the checkbox.
Ah, that indeed is the case. I have fixed it and will see about making an update sometime. In the meantime, if you'd like to fix it yourself, add a Set Curve Radius node here: danielhickox.com/uploads/curve_to_rope_fix.png (Between the Mesh to Curve and Curve Sweep nodes with a radius value of 1)
Your work always amazes me too watch. Thanks for the great vids as always 😊
awesome bro
Good stuff, would be great to see you getting right into, showcasing, then explain instead of the other way around
Thank you. I realized that I can never animate like that.😅
As I thought, a lot has been done to animate the trailer.👍
Thinking of your timing problem, having to change the frames on each modifier if you wanted to start later. It made me wonder if you proactively had the same group node(s) between the inputs and the nodes they are interacting with. And inside those group nodes were add nodes. You could batch offset frame start stop values. It’s a flawed work around but it could save some time so you wouldn’t have to adjust every single frame start stop value. Dunno
Hmm, maybe... I was thinking about using a simulation zone that is controlled by checkbox. Once the checkbox is on, it fades in for some number of frames. Then if the checkbox is unchecked it will fade out over a few frames, and I can just keyframe the checkbox.
@@looseEdges but my idea is more work. All the cool kids use simulation zone.
Curve to rope seems to be broken in 4.2. maybe i'm doing something wrong. the curve has no bevel radius. low poly works. High poly does not
Ah, that indeed is the case. I have fixed it and will see about making an update sometime. In the meantime, if you'd like to fix it yourself, add a Set Curve Radius node here:
danielhickox.com/uploads/curve_to_rope_fix.png
(Between the Mesh to Curve and Curve Sweep nodes with a radius value of 1)