Set ramp color position as driven
Hi there
I've made an eyeball with a pupil from a ramp texture. Then I've made a custom attribute "Pupil" inside my locator for the eyeball. Now I want the pupil to crow as the pupil attribute changes. Inside the "Set Driven Key" dialog there is no "position" attribute for the ramp, so I added it inside the "Channel Control" of the ramp, named "colorEntryList[1].position", when I now got back to my "Set Driven Key" dialog I got a new attribute "Position" for the ramp, but when I try to set it as a key, I get the error message "Error: No object matches name ramp1.position". Am I missing something? Please help me. Spandy :banghead: |
ok, i dnt have a solution, but that is a very good idea!!
you shud link up the ramp position with light intensity, that wud be amazing :) |
If I understand you correctly, (and i hope I do), you want basically want to be able to drive where color's position on the ramp will be?
to test I set up a 3 color circle ramp on a nurbs plane. The top color being white(colorEntryList[2]), and the bottom 2 black(colorEntryList[0] & [1]) . The I used the following expression to test it out. ramp3.colorEntryList[2].position = nurbsPlane1.translateY (replace this with whatever) as i moved my plane along the Y-axis, the circle grew and contracted, as a pupil would. Hopefully this was what you meant! |
Just tryed it with light intensity, it was pretty cool.
ramp3.colorEntryList[2].position = 1-(ambientLightShape1.intensity) that would need to be tweaked though |
Re: Set ramp color position as driven
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Thanks for your responses.
BabyDuck that was just what I needed. Spandy |
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