Hello all,
I have a 10 Sunstrips in vertical position next to eachother. I want to create an effect that looks like a bar moving around the edge of the grid, sort of a snake effect. I think it should be a fixed square effect, with a fade out/fade in moving over the aquare effect.
I hope you understand what I want and I hope you can help me achieve it.
Moving edge pixelmapper
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Re: Moving edge pixelmapper
Create a layout with all of the strips in a single horizontal line in the correct order and then apply an element with an animation running left->right.
Re: Moving edge pixelmapper
Did that already, but that resulted in a zigzag "snake" over all the pixels instead of only the outside pixels of the sunstrips.
Re: Moving edge pixelmapper
Apologies. I rushed that and didn't read it properly before. There are probably a number of ways of going about this but my solution is along the lines of my first suggestion (ie. still a single horizontal line) but with a group containing just the cells involved.
There are also a number of ways of achieving this but the way I just did it to test were:
If the fixture user numbers were 1 thru 10 and cell 1 is at the bottom the order running left-right should be 1.1 thru 1.10, 2.10 thru 9.10, 10.10 thru 10.1, 9.1 thru 2.1.
Now you can run the a linear animation from left-right (or right-left) on a block element and it will go snake around the edge of the fixtures. You may find it useful leave gaps in the layout between the parts representing the top and bottom bits otherwise it might appear as if it's racing across the horizontal sections.
There are also a number of ways of achieving this but the way I just did it to test were:
- Select fixtures 1 and 10 (ie. the left and right sides of the square)
Quick record a group
Select fixtures 2 thru 9 and select cells 1 and 10 in the Attribute Editor window (ie. the just the top and bottom cells)
Quick record another group
Clear
Select the two groups
Quick record a third group (this is the one we will use)
Edit the layout of the third group, rotate the left-most fixture 90° so that cell 1 is left-most and position so that cell 1 is top left corner of the grid
While we're here rotate the right-most fixture 90° so that cell 10 is left-most
Select all of the x.10 cells (ie. the top ones) and position them immediately after the end of the first fixture
Move the right-most fixture so that it sits immediately after these
Select all of the .1 cells (ie. the bottom ones)
Toggle the context menu option to wheels rotate selection and rotate 180° so that the right-most fixture is left-most (can't think of a way to explain that so it doesn't sound like nonsense)
Position these at the end
Tidy up the grid size so that it fits exactly (ie. 1cell high x 100 wide)
If the fixture user numbers were 1 thru 10 and cell 1 is at the bottom the order running left-right should be 1.1 thru 1.10, 2.10 thru 9.10, 10.10 thru 10.1, 9.1 thru 2.1.
Now you can run the a linear animation from left-right (or right-left) on a block element and it will go snake around the edge of the fixtures. You may find it useful leave gaps in the layout between the parts representing the top and bottom bits otherwise it might appear as if it's racing across the horizontal sections.
Re: Moving edge pixelmapper
Thank you Nic for your help, it's a pity that it can't be done easier, but if it works, it works.
- sideshowbond
- Posts: 182
- Joined: 18 Nov 2016, 20:58
Re: Moving edge pixelmapper
quite some way to go but I'd imagine you could do this with a pixel map. Nowhere near a console right now but possibly you need 4 elements for the 4 edges of your square with a movement offset to each other.
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