s@frameNum= sprintf('%04d',clamp((@Frame-1000),0,68));
//s@name = sprintf('%04d',@Frame);
s@textureFile=chs("part1")+@frameNum+chs("end");
slight update on zero padding in vex...
use sprintf to reformat numbers..
s@frameNum= sprintf('%04d',clamp((@Frame-1000),0,68));
//s@name = sprintf('%04d',@Frame);
s@textureFile=chs("part1")+@frameNum+chs("end");
slight update on zero padding in vex...
use sprintf to reformat numbers..
use case - you have many texture nodes, eg. Texture1, Texture2,Texture3.....
You want to automate the filename being loaded & use the number contained within the node name.
To do this we can use a combo of expressions -
//server/jobs/build/ion/textures/flooring/tile_`padzero(2,opdigits("$OS"))`.jpg
where the texture node is Texture5 becomes
//server/jobs/build/ion/textures/flooring/tile_05.jpg
So if we copy and paste this many times, it will update to tile_06, tile_99 etc...
padzero(2, SOMETHING) - pads the value SOMETHING with up to TWO zeroes. 5 becomes 05, 99 stays as 99.
opdigits("whatever") - returns the numbers of "whatever". In the example above, I use the $OS expression to get the name of the node itself- ie; Texture5, so we get back 5. The padzero makes it 05.
these bits are enclosed with backticks ` `, to execute the expressions.