Re: Set ramp color position as driven
Originally posted by spandy
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
set driven key does not work for the "colorEntryList[1].position". the attribute "position" does not belong to the ramp either - it is only a virtual name for the selected position when you edit the ramp in attribute editor. if you want to use a sdk then there is a nasty little workaround for it:- create a new float attribute with the needed min and max values for the position of the the desired colorentrylist in ramp1
- create a new expression with e.g.
Code:
ramp1.colorEntryList[1].position = ramp1.pupil_position;
ramp1.colorEntryList[3].position = ramp1.pupil_position-0.02;
this you even make as in the example to move 2 positions at once - for a smooth transition from iris to pupil that is always same thickness
- create another attribute (e.g. in the material, not the ramp) form 0 to 1
- create a sdk between the new attribute as driver and the ramp1.pupil_position as driven
hope that helps some