Hey guys. Is there anyway I can get the mathematical formula behind an animation curve? What I'm after is a custom lighting method in a visually and easily controlled environment. I've got a shader so far where I have control of how the light should influence the shading controlled by a curve(animation curve). Much like…
Ah, I will look into the Remap Value solution. Sounds very similar to what a 2D Ramp solution would do. Yeah maybe I could get the help of my programmer colleagues to have a look at that animation curve and see what we could make of it. I tried exporting the scene as a Maya Ascii file to see if I could make anything of it.…
I don't have a solution for your current problem, but I can tell you that the Remap Value node has curve based editing, although you lose granular control over tangents (they are reduced to None, Linear, Smooth, and Spline). This way you don't have to rely on animation curves for editing. If you've already looked into this…
Well here's a simpler way I just realized... In the Outliner window, in the Display menu, uncheck DAG Objects Only. A bunch of new nodes will appear. The ones that look like the graph editor are animation nodes. Click on one and bring up the Attribute Editor. Check "Expand Spreadsheet". There you go. :)
Here's an image to show what I mean. This solution can't handle completely vertical hills on the curve due to this actually being an animation curve and the fact that you can't have 2 keys on top of each other on the exact same keyframe. T_T If anyone has an other easy solution outside of Maya for then I'm all ears.
I may be able to help more. I animated a simple plane, and saved it out in .ma format, and here is some interesting data from the file: createNode animCurveTL -n "pPlane1_translateY"; setAttr ".tan" 3; setAttr ".wgt" no; setAttr -s 3 ".ktv[0:2]" 1 0 10 13.589232757275301 20 -7.4898579375440484; setAttr -s 3 ".kit[1:2]" 9…
Cool! I think you are on to something here. I take it the [0:2] part of the ktv must be the declaring the number of keyframes? 0, 1 and 2? The numbers in brackets for the kot is a bit trickier. Never really worked with math for curves like this.