I am trying to create some kind of balance control, my idea was to create a knob that would move in a half circle... I have not yet found that it is possible so I was trying to "fake" the behaviour...
I provide an image link as it is hard to explain with my bad English
the yellow part (prototyping) the square is a background the half cirkle is a balancelr the black line below half cirkle is a sliderbit_normal
The yellow part represent the lower half of the volume pot at right of display... [open image to see full, forum cuts it] The idea was to make a hole where the sliderbit_normal would be visible, faking a balance marker (could work if the hole is thin enough). Problem: the sliderbit_normal center on balancelr so it sticks out on top and bottom. I thought of fixing it by using a link(layer_id) thing... I created the black line and made a link from balancelr as I thougt, if I move the slider, I also move the layer_id... It did not...
So? my question is: how do I link and move a second layer from balancelr? is it possible?
Linked Animation Here's an example of how it works pulled from the valve skin.I have made the volume bar it controls visible, normally it would be set at 2 to 4% transparency.
Or instead of these hacks we could have a rotational control layer (for lots of things, not just volume)? (like was in the feature requests a few years ago )
[late edit] It works, I needed to RTFM more first, after that i changed the anim set to id(xx) animation animtype(8) passthrough link(x) then it worked...
Thank you very much!
@xonenine
It works with volume, but it does not seems to work with balance sliders...
I named the control layer:
animframebt balancelr link(x)
cloning your example... the slider itself moves but does not affect the "animation"
renaiming it to animframebt volumelr link(x)
allows my volume / balance pot to "animate"
So I thank you for your example, but it seems like I have to fake it wit some kind of hole in a layer over the slider itself...
However I could use the example to the volume control itself...
@SLoB I am new here but: If it have not been implemented yet, it might take a while before it will... So one need to find other ways...
However I still have a problem, it is related to this question somehow so I file it here...
I got the volume and balance working, the outer ring is the balance part and the inner pot is volume... See img. [open pic, forum cut's it again]
Now to the real problem... As I thought this was an "easy" way out, I thought of implement the same technique on the bass and treble controller as well, I need to operate on two bands at the same time (it is more realistic compared to the hardware) but seems to be impossible to do as well, so I prepared to use two controllers as volume balance part is done but with freq bands.
I cant find any animetype representing any single band, there is bas,mid and treblevol, but implementing these start the skin where the controller's moves to the volume peak...
Yes! this time I have "read the f* manual", and can't find any solution, thus I am asking here again in case there is a solution for the problem that I have missed.... If there is none, I use my existing Bass / Treble solution with some slightly changes....
I posted just the EQ from the scattering II, (which I still need to make a Corona animation for)for basic reference, and for others who read the thread, I realize you already know the basics of it.
I would try linking the eq bands and sliderbits you want to be together, (another example I haven't tried yet, sorry).There are so many tricks you can do w the code, I cannot always say for certain what workarounds might work, Carmine.