on Nov 19, 2018 at 3:55:54 pm Last Edited By Alexander Morrison on Nov 19, 2018 at 4:40:16 pm
I'm working on a project that involves lots of 3D rotating parts, which interact with one another procedurally based on a few expressions (Imagine a clock gear system, where each new connected gear is rotated based on the previous connected gear's rotation value).
However, I'd like to be able to control how fast these objects are rotating without having to re-edit a lot of keyframes. My immediate thought was to create a time*sliderValue expression, but that doesn't work because if I try to keyframe sliderValue, then the value jumps forward and backward in time since it's a multiplier.
Basically I'm trying to make something rotate at a rate of 100 degrees per second while the slider is at 100, and then gradually keyframe that value to 0 and make the rotation slower without causing it to rotate backwards.