What is the best way to create random number animation texts, with the text animating different random numbers in each instance?
In my example, I’m only able to manage to get one random number animation that is duplicated in every instance. But I would like them to all be different
Hey, every time when doing instancing I run into the same issue, how do I generate different instances on every instance, so not to have just duplicates. And especially how do I create unique random number text animations, with a different number animation displaying on on each instance.
In my example I have the whole thing set up, but the only thing that is not working is the different animation per instance, coming from one animation source. Is there a way to delay the animation for each instance so that it shows a different version of the same source on each instance?
Bonus question: Another thing I couldn’t figure out is, how can I animate text so that it goes from 1 character to 12 characters, for example, if I want a random number animation I want the text to become shorter and longer, but when I create the animation that is supposed to go from 0 to 9000, it wil always have 4 characters. Now I’ve created a hacky method with a switch, but curious if there is an obvious solution for this
On your bonus question: creating animated values, a way to do so could be utilizing the Pattern CHOP with n samples that is passed into a Hold CHOP to sample values in certain intervals.
In the attached example I make use of the Speed and Hold CHOP’s functionality to function on a per sample basis.
Note: the example was created using the latest official which can be downloaded from here: Download | Derivative
This new version also introduces the POP operator family where you can explore even different approaches to solving your general setup.
@snaut Thanks for your reply. I’ll check out the Geo text comp. Right now I managed to solve it with instance 2 page instances textures parameter with map*. Where I called the TOPS with the different numbers.
Regarding the bonus question, when running the .tox, it still only generates 5 to 6 characters, but how can I change it, so that it jumps from 1 to 10 character count for example?
I’m using a random number generator build with CHOPS, that uses the math range. But when you use the math range it will always go for the max character count and doesn’t move up and down, even though you select the range from 0 to 900000
ah yes, what you would want to do is create the random numbers initially in a normalized range (like 0-1) and then multiply the output with a 10^n function.
So in the example attached, I’m using a Pattern CHOP to create a ramp with values from 0-9 and then use a Function CHOP to calculate the 10^Input value which then is multiplied with the random numbers. Outputing the rounded values should give you a nice range of various sized numbers. base_randomValuesRanges.tox (974 Bytes)
If every number should cover these ranges, it would be important to also randomize the multiplier. For this we could reuse the intial random values, randomize it more with a Sort CHOP and use these via a Lookup CHOP to randomize what multiplier is applied to each random value.
Phew… Lots of random. base_randomValuesRandomRanges.tox (1.1 KB)
Hope the attached 2 Components make sense.
cheers
Markus
Hey @snaut Thanks again. Wauw here I thought that creating a random number generator would be easy ahah. This goes a bit beyond my understanding of CHOPS, but I appreciate that it works tho. So what would I have to change to change the character count/range? When I change the amplitude in pattern3, it seems to break and add negative values when setting it higher than 9.
I’m also then wondering, wouldn’t it be more simple to create a random number generator in Python? Although I have zero Python knowledge