No longer a way to start and stop animation CHOP?

In reference to my last post (viewtopic.php?f=27&t=2382) I decided to work around this by creating a long animation COMP with continuously incrementing channel and starting and stopping the keyframe chop inside. This worked until I just decided to upgrade Touch… now there’s no way to make a keyframe CHOP free-running and no way to start and stop it. Any suggestions?

Okay, so I was able to work around this with a Speed CHOP (I borrowed the idea from the Time COMP). I am still wondering, however, if this functionality was intentionally removed from the Keyframe CHOP

I’m running into situations where I can’t find a good workaround for this… I used to be able to control animation clips through the cue, reset, play parameters of the animation chop… is there some alternate preferred method for doing this now?
Thanks!
michael

Hey,
Our apologies, the Animation COMP is still getting developed and I expect that feature will come back soon.
In the meantime here is another way to do the same thing using Constant and Count CHOPs to drive the playback of the Animation COMP
countAnimationExample.toe (5.34 KB)

I’m not able to pulse value0 of the cue constant CHOP… which means I can’t cue from a script. Any advice on how to accomplish this?
Thanks,
Michael

Okay… I think I was able to get this to work by doing an opcook -F count1 between setting the cue to 1 and setting it to zero.

Internally that’s actually what the opparm -p feature does when you use it on a node. The key concept to take away is that opparm doesn’t cause something to cook, it only ‘dirties’ it so it’s ready to cook next time something asks it to (you don’t need the -F in that case also).

Yes, but the issue is that the cook needs to happen on the Count CHOP, not on the Constant CHOP… which is why I believe that I can’t use opparm -p for this (and it doesn’t seem to work, either).

Ya that’s exactly right. Sorry I didn’t mean to say you could use opparm -p in this case, it just why it works on the old ‘cue’ parameter.

Is this feature still going to be added back? Or, is there a new preferred way of controlling the Animation Comp? The current method of using a Count CHOP seems overly elaborate. It used to be much easier to set this up.

The current methodology is to add local time to the Animation component, and then control it via its Play parameter, as well as the fcur command to set its frame value.
However, we are also scheduling to re-introduce sequential playback and its associated parameters directly to the Animation Component, for more direct control.

Cheers

Can you explain what you mean by adding “local time” to the Animation component?
Thanks!
Michael

Well, though this method is not completely straight forward, you would enter the Animation component, and right-click on the network bringing up the menu.
Select ‘Add Local Time’ (may have to check the exact wording).
This will create a time component in the “local” component.
You can then control this timeline and have your Animation component set to “Locked to TImeline”.
We are looking to readd the sequential controls soon though.
Cheers
Rob.

We’ve just completed re-implementing sequential mode in Animation Component which will allow for pause, speed, and cueing to specific points.
Please look for it in upcoming builds.
Cheers.

It seems like even though the sequential mode is now available, it doesn’t work.
I have followed the exact steps in the Animation Editor Vid (and then I also tried the steps in the Animation Editor Vid Notes page), and when the Animation COMP is in sequential mode, it doesn’t play at all.
Is this still broken?

I looked into this and I think I can reproduce what you are seeing.

If you use the Cue parameter and pulse it, it should play through again but only once and then stop responding. The same happens if you restart the .toe file, it plays once and then stops.

To workaround this, go to the Range parameter page, change the Type to “Custom”, then change the Trim Right to “Cycle”. Now you can put the Type back to “Timeline” and it should cycle properly. We’ll look at a fix for this in an upcoming build.

Let me know if this works for you.