Motion fx viewer - will show channels
Import CHOP data
To importm data from chops
SOP node
channel
node - (like material)
SOP function
chop("../chopnet1/null/chan1")
- Sops expression to import CHOPnet channel
chopcf("", 0, $F, )
- Sop expression with channel by number and time
CHOP Export
orange flag: export chop node
to export
Activate will override SOP channel
Op: expresion
nodes may have a parameter which expects a file name of a file containing a specific type of data. In these types of parameters you can usually use op:/path/to/node instead of a file name to grab data from live nodes in the scene hierarchy instead of from a file.
op:/geo1/volume1
- instead of a file name to grab data from live nodes using full path
op:`opfullpath('../../volume1')`
- work around this by converting a relative path to an absolute path using the opfullpath
Nodes
base
Wave
, Noise
post
limit
- clamp
envelope
- smooth
Vex
import vis
float t, s;
string path;
t = @Time * 44100; // 44khz, the sample rate of the audio
path = chs('path');
s = chop(path, 'chan0', t);
@P.y += s * ch('amp');
quantise a value to steps, with variable smoothness: by matte:
float smoothstep(float n; float x) {
if (n == 0) return x;
return 1.0/(1.0+pow(1.0/x-1.0,n) );
}
vector smoothstep(float n; vector x) {
if (n == 0) return x;
vector un = {1,1,1};
return un/(un+pow(un/x-un,n) );
}
// step: levels of quantisation
// val: value to quantise
// rolloff: smoothness
val *= step;
vector fraction = smoothstep(rolloff, frac(val));
val = floor(val) + fraction;
val /= step;