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  • Offset an object in time

    Posted by Ken Latman on March 9, 2011 at 3:20 pm

    I have a box that I have hand animated moving up a helix ladder. I want to have another box follow but with a delay in time. I also want the ability to change the box to another object and/or its starting rotation so that I don’t see the same side of the box in the clone. I have tried fumbling around Xpresso and having a null be offset from the position but this is not correct.

    I am using the broadcast edition so I have MoGraph but using a cloner object doesn’t solve the problem either.

    I spent a great deal of time getting the box to look like it is moving up the helix without crossing into the structure of the staircase. I tried animating at first using a spline but it was taking to long.
    Any ideas?

    Adam Trachtenberg replied 15 years, 5 months ago 2 Members · 1 Reply
  • 1 Reply
  • Adam Trachtenberg

    March 9, 2011 at 6:50 pm

    I would use MoGraph for this, but it’s a bit tricky at this stage of the game. Generally speaking you can use a step effector’s “time offset” function to offset keyframed animation on clones. That only works if the “fix clone” box is unchecked in the cloner.

    If you were starting the project fresh I would have suggested that you animate a null instead of an object, drop the null in the cloner and make an instance object a child of the null. Then you could duplicate the null inside the cloner and change the references and rotations of the instance objects to have different objects follow the animation.

    In your case I’d set up a little Xpresso to transfer your existing animation to a null. Basically just connect your object’s global matrix out port to a null’s global matrix in port. Then bake the null’s animation in the timeline (Functions>Bake Object). Then you can proceed as above using the baked null.

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