View Full Version : random motion lscript

11-25-2011, 09:46 AM
anybody any pointers or know of any scripts that can do this. like noisychannel but in the motion modifier panel?

there's an old plugin called twitch that does what i want, just wondered if it was doable in lscript.

any thoughts?

11-29-2011, 09:11 AM
Do you have any screenshots of twitch so we can see what it does? I am guessing there is probably a way to make a noisy channel like script as a motion modifier but due to limitations in Lscript you wouldnt have as good of feedback as you do with Noisy Channel in the Graph Editor.

11-29-2011, 09:17 AM
here's a link to this long lost plugin (the links still work through the wayback archive)


here's a screenshot of the plugin


i only really used the scale and speed at the to as well as random seed.

it'd be interesting to see what you make of it


12-06-2011, 01:35 PM
Sorry for the delayed response. Personally I do not think it is 100% doable in lscript, since I am pretty sure that Lscript cannot create custom channels to be enveloped for a plugin. instead it would have to use another object's channels. As for the rest of the plugin, you could probably create some kind of random number generator that gets applied to a sin curve as a multiplier.

However after looking at what the plugin does, it looks like you could just use noisy channel 2 in the graph editor channel modifiers and it would get you about 90% there. (since you can envelope the different settings in noisy channel 2.)

12-06-2011, 02:03 PM
You could always write expressions (LW_Expression or Relativity). Both should have a random number generator.

And there's DPont Node Item Motion. There's a random number node in Poms node collection.

You can create custom channels in lscripts. What you can't do is create valid channel groups or place the channel in another place than default (I think on same level as the basic transform channels, position.x...rotation.z). And a few exotic functions maybe don't work that well. I believe channel/envelope events have some glitches and gotchas.

Just recreating and use-testing the interface for this script would take a day. All in all I'd say atleast 2-3 days dev time with testing for a decent working script. Not worth it. Especially considering the easy (albeit tedious) and flexibility of nodes. Build your own modifier!

12-06-2011, 02:21 PM
learn something new every day :)

12-06-2011, 02:27 PM
anybody any pointers or know of any scripts that can do this. like noisychannel but in the motion modifier panel?

What is the practical difference between a motion modifier and channel modifier???

12-06-2011, 02:32 PM
motion modifiers controls all of an items motion channels, where channel modifiers just does one specific channel.

12-06-2011, 03:08 PM
LOL, so an Lscript that loaded 3 channel modifiers would do this.....