mblade
08-28-2003, 07:26 AM
I'm currently working on an animation of a bike chain. I have successfully created a single 'link' object for the chain and have animated it following the correct path using expressions for its X,Y and B channels. Now I want to create clones of this item (150!) and offset the animation for each one to make a complete chain.
I'm very keen to avoid having 3 sets of expressions for each object. My idea was to add an X-channel (basically an unused morph channel) and write my scripts so that each one used this x-channel as an offset. Thus setting the x-channel defines the position of the link in the chain. I make 150 copies and adjust the x-channel for each one.
The problem is that when I duplicate the object the scripts all reference the x-channel of the first object. What I really want is for my expression to take the x-channel from the current object. something akin to using the 'this' object in other scripting languages.
If this ain't possible (I'm guessing it isn't), does anybody have any other ideas...
thanks in advance.
I'm very keen to avoid having 3 sets of expressions for each object. My idea was to add an X-channel (basically an unused morph channel) and write my scripts so that each one used this x-channel as an offset. Thus setting the x-channel defines the position of the link in the chain. I make 150 copies and adjust the x-channel for each one.
The problem is that when I duplicate the object the scripts all reference the x-channel of the first object. What I really want is for my expression to take the x-channel from the current object. something akin to using the 'this' object in other scripting languages.
If this ain't possible (I'm guessing it isn't), does anybody have any other ideas...
thanks in advance.