Hi I managed to export an fbx to touch deigner, somehow it doesn’t export all frames.
So the shape does not loop properly.
I Managed to have it play forward then backward which makes it almost acceptable.
I was wondering how I can make these shapes spin for ever by modifying something in geo.
how would you do that? someone told me to look at look up chop, and I can see an other way of looping forward and backward but not to make them rotate for ever and accelerate properly
I linked move of left hand up down to speed but once its made these 5 cycles that is it.
any tips on how I get this spinning for ever and accelerate nicely? thx
inca warping5.4 .toe (28.4 KB)
that is the fbx in question, sorry almost forgot
ran loner bal2.fbx (844 KB)
I take it its impossible to do or extreemly complex then. thx anyway
just saw your post, so my answer is a bit late 
your animation is currently controlled by the animation frames from your fbx, in your case 600 frames. ( imported in TD as a CHOP - see: ran_loner_bal2/takes/Main)
You can replace these CHOP channels with chops of your own.
See a quick example i made where I replaced the imported animation channels with some constant & speed chops, and a few LFO and speed chops. Play with these to create the effect your want, or connect a slider to a constant chop to set the rotation speed.
Look in /project1/ran_loner_bal2/takes of this example to see the chops i added.
animate_fbx_with_chops.zip (271 KB)
Cool thx, I will have a look later on, that was the only thing missing for my setup to be good enough that I can record, promote and maybe got some job in a festival.
you sort me out big time!
In mean time I got an advanced course online and my teacher was cool enough to throw in his basic course that I missed all along. Because I just jumped in intermediat course at start, the basic course was not available at the time. messing around with so many different tutorials that i get lost quite often.
Cool that works amazing, it took me a bit to figure out why all these big red crosses everywhere, eventually saved yours as tox to load in my file and it worked.
thank you for the effort, its very clear now.
Still a bit mysterious how you came up with way of translating this stock of info into all these speedchop and Lfo, not automatic for me at this stage.
Now I need to figure out that link of proportion of the moves or export a new one with this nitro pluging. Because we have lost that proportion. sorry its a bit hard to explain; the large circle turns slower than the one under… now it turns forever but not at same speeds proportions. lol
getting mixed up again here. anyway I’ll fiddle around with that see what I can come up with that can illustrate cool synchro effect.
the red crosses means it can’t find the geo files - TD probably was searching for an absolute path on my computer, which means I didn’t save it correctly - sorry.
And yeah the rotations in my example are totally different than your animation, i just connected some random speeds to each rotation to demonstrate the principle.
How I came up with this:
If you go deeper into your geo, until the level where you see the 5 separate rotating circles each in their own geo node, and select one of those nodes so you see the parameters in top right corner (press p if you don’t see it), you see that the values for rotation on X, Y and Z axis are continuously changing (and colored green) - this value is the current value for this frame which is (in the end) read from “ran_loner_bal2/takes/Main” CHOP.
So your circles were being rotated by the information in “ran_loner_bal2/takes/Main”.
This is just a chop with several channels in it, and for every frame of animation TD reads out the current value of all these channels, and applies it to the rotation of your circles.
As there are only 600 frames in this chop and the rotation value in the last frame is different from the rotation value in the first frame, it means you saw a ‘hiccup’ when the animation loops and starts at the first frame again.
So what I did is only replace this “ran_loner_bal2/takes/Main” CHOP for some random changing values. If you connect a Constant CHOP to a Speed CHOP, you get a value which is forever increasing, and you set the speed of the increase with the constant chop. I added a rename chop so the channel has the same name as your GEO was expecting.
I copy-pasted this for every channel in your original “ran_loner_bal2/takes/Main” CHOP, added a Merge chop to get everything together, and fed this to you geo network.
To make it a bit more interesting, I replaced some constant chops with LFO chops, so some rotations go back and forth.
But for your purposes, an easier solution maybe would be to make the correct rotations in your 3d animation software, and make sure you export all the frames of your animation so it loops correctly without a hiccup.
I’ll try that, thx to you it looks really cool already
youtube.com/watch?v=4cefVweWGks
Woohoo well done!
Cool lights & colors. Keep going & ENJOY!