Author Topic: Custom Model start/end Channels  (Read 1020 times)

Offline grodq

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Custom Model start/end Channels
« on: March 02, 2017, 08:53:38 PM »
I'm trying to create a custom model of the monster faces.  I'm using excel and have defined 8 channels per face.  When I paste the numbers into nutcracker they look correct (channels 177- 184 for example).  How are the starting and ending channels calculated?  I set the light type of single color and set the starting channel at 177 before pasting, but when I look at the model/group layout the ending channel is 360.  Not sure if it's the excel paste acting funny.  I've verified it only has the 8 unique sequential numbers.  If I add the face to a sequence and explode it out it shows 8 nodes with the correct numbers (177-184). 

What eventually ends up happening is when I import my LOR sequences I'm getting all kinds of weird results.  Nodes in one face being populated with parts of a separate model even though the channels don't seem to overlap.

I may just try to type over the pasted numbers, see if it likes that.

Offline keithsw1111

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Re: Custom Model start/end Channels
« Reply #1 on: March 02, 2017, 09:43:28 PM »
Custom models you always start your channel numbering at 1.

Offline Gilrock

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Re: Custom Model start/end Channels
« Reply #2 on: March 02, 2017, 09:54:16 PM »
Yep you need to use relative numbering not absolute channel numbers.  That allows you to make several copies of the same custom model and just alter the start channel property.

Offline grodq

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Re: Custom Model start/end Channels
« Reply #3 on: March 03, 2017, 06:35:07 AM »
That makes sense.  I'll renumber my faces in excel and try again.  Thanks for the insight.