View Full Version : Jitter, or not...

Gary Wales
01-06-2013, 07:08 AM

Superjitter (or previously Jitter) has always been a little buggy - it has invariably crashed LightWave from v.5. I'm trying it with LW 11 but still no dice. Firstly, when selecting a jitter control object it will always default to 'none' once the dialog box is closed leaving you without a control object and therefore nothing will happen. Secondly, I've never got my head around the envelopes - it never brings up an envelope editor it just says 'use envelope' or 'remove envelope' - how do you CREATE an envelope for it?

Given that, does anyone know of an easier way for me to envelope (ramping up and down) a shaking motion for an object for an animation please?

Many thanks!

01-06-2013, 08:14 AM
I just spent 2 min testing it out with an empty scene with 2 nulls. You are right - it is a little funky. At one point it even crashed LW 11.03 32bit on me. I could only get it to work by either:

1) using fixed settings and having another null control it


2) using fixed settings and controlling it manually

I was able to get it to work with an envelope somewhat - but not predictably - or at least if it is not buggy, I couldn't get an envelope to ramp the shake as you ask. So I looked closer and it appears it is not actually using envelopes in the way you might think. At least not LW standard graph editor envelopes. Here is a standard graph editor envelope:
and that envelope if you right click on the channel in Graph Editor and "Save" it gives you this text file:

{ Envelope
Key 0 0 5 -0.89191124866595572 -0.25854442692615986 0.89191124866595572 0.25854442692615986 3.1823668643158598 0
Key 200 4 5 -1.4835868089647828 -12.80872983606557 1.4835868089647828 12.80872983606557 0 0
Behaviors 1 1

And loading that envelope into SuperJitter doesn't do what you'd expect and it resets both values so it looks like it is applying the one envelope to both values?? Yet if you save an "envelope" in SuperJitter, you get this file:

TTT0.000000 0.000000
TFF0.200000 200.000000
TTT8643159040.000000 0.000000
TTT0.000000 0.000000
TTT3612.000000 0.000000
TTT0.000000 0.000000
TTT0.000000 0.000000
TTT0.000000 0.000000
TTT0.000000 0.000000

Which just looks like settings for the plug. I had 0.2m Max jitter and 200 jitters/sec when I saved it.

I can tell you I think this is, at best, a completely unintuitive plugin interface, and at worst, one of the crappiest plugins around. I'm sure there are a bunch of ways to get what you want, including with expressions - which if it wasn't so late I would figure one out quickly for you. But it certainly seems like a new plugin is needed. I might write a prototype in LScript in the next few weeks and rewrite it as a native SDK motion modifier plugin if people like the way the one I do works. Looks pretty simple, I just need the time to do it. It probably wont be ready in time for what you are working on, but after looking at this it seems something is needed...

heck - check out the weird crashing dialog errors in Super Jitter I got after 2 min of playing with it (or is this just double-byte language stuff without the font?):

01-06-2013, 08:19 AM
Why not just use noise channel in the graph editor modifiers?

Gary Wales
01-06-2013, 08:42 AM
Thanks Sami - I was hoping it wasn't just me! An LScript would be VERY useful indeed because, as you say, the Superjitter is just not fit for purpose!

3DGFX: Yes, I used the noise channel modifier but in my haste I perhaps couldn't see a way of ramping that up and down - it's just a fixed random variable as it is...?

01-06-2013, 08:45 AM
Yes it's fixed but you can use "same as item" in the motion tab to use an other null to blend the intensity. An other option is animate a procedural texture in the motion node editor.

01-07-2013, 03:27 AM
Thank you for your help.