With this method you create as much sliders as you need with an understandable naming. In the example we have added a morph group named "torus" to the controller model and have named the sliders rotateX, rotateY, rotateZ, scale and twist. With each of these sliders we are going to control the corresponding animation channels of the Ubershape torus. Since the morph channels of a model are also available in Xpressionist, we can use them as custom variables to drive the torus properties. We write this expressions:
Torus.Pitch_X = controller.torus.rotateX * 90;
Torus.Yaw_Y = controller.torus.rotateY * 90;
Torus.Roll_Z = controller.torus.rotateZ * 90;
Torus.XScale = controller.torus.scale;
Torus.YScale = Torus.XScale;
Torus.ZScale = Torus.XScale;
Torus.Region1.Twist.Angle = controller.torus.twist * 90;
Now if you move the morph sliders of the controller model file, you control the properties of the Torus object. With multiplicators behind the morph variables you can set ranges for the sliders in the morph window.
You can build complex custom controls for characters, hands, fingers or any other aspect of any other thinkable animation you want to control with a slider.
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