TIME

I need the clock to show 17:00 on the screen. I want the time to start at 16:59:00 and stop at 17:00:00 on the screen.

   anzaaximm

Comments

anzaaximm
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????? Wait
Adam@Aximmetry
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Hi anzaaximm,

If you want a hardcoded solution that counts from a fixed start value to a fixed end value and then stops, recreate the following flow graph in the Flow Editor:
TIME

Replace the Out signal of the default_video_2 module with the video signal you want to use as the background for the time image.

Set the Text pin values on the Text to Time modules to 16:59:00 and 17:00:00, respectively.
TIME

TIME

All other pin values can remain at their defaults.

The timer will start when you trigger the Play pin of the Timer module.
TIME

If you need a dynamic solution that uses the current time, the setup is slightly more complex:TIME

This version reads the system time and compares it with the values set in the Text to Time modules. The time will only be displayed when the current time is between 16:59:00 and 17:00:00.


Warmest regards,
Adam

anzaaximm
  -  

This is all great! Now I need to have buttons on the ControlBoard for different hours, for example, 4:59 PM - 5:00 PM, 5:59 PM - 6:00 PM, and a few more. How can I make switches?

Adam@Aximmetry
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Hi anzaaximm,

To create switches that let you select the timer’s time frames, add a Pin Collector to the flow graph and connect it to two Switch Text modules (one for the Start Time and one for the End Time) as shown below:
TIME

Edit the Value X pin of the Switch Text modules to your desired times, for example:
TIME

TIME

Connect the Out pin of these modules to Text to Time modules, so that you can use the selected values as time data.

Name the pins of the Pin Collector as seen on the screenshot above, to create the buttons.
You can learn more about special pin names in our documentation:
https://aximmetry.com/learn/virtual-production-workflow/scripting-in-aximmetry/flow-editor/special-pin-names/#button

To add the controls to the Control Board, first, you have to add a Control Board to your compound (if you don’t already have one). Right click on an empty space in the compound > New Special Compound > Control Board.
TIME

Then, right click on the Pin Collector module and choose Add To Control Board. Select the Control Board you want to add it to; here we used the default Control Board name.
TIME

You should see a new control panel appear on the Control Board with the timeframe switches/buttons:
TIME

Warmest regards,
Adam

anzaaximm
  -  

Yes, this helped me, but when you click on the options, the time from the first Switch appears on the screen first, and if you go back, the time from the second Switch appears.    https://www.filemail.com/d/jxshygjgocfywre

Adam@Aximmetry
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Hi anzaaximm,

This occurs because of the way the Timer module works. If you want the time from the first switch to appear on the screen before the countdown starts, regardless of which button was selected previously, implement the logic shown below:
TIME

Whenever you change the selected time on the TIME Control Panel, the Delta module sends an On impulse to the Playing pin of the Timer. This starts the Timer briefly and then stops it immediately, ensuring that the Timer always returns to its Start Time—that is, the time defined by the first switch—when the time switches are used.

Warmest regards,
Adam

anzaaximm
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I have two more questions: The timer from 23:59 to 00:00 goes in reverse order and not forward, if I make it 23:59 to 24:00, then it’s fine, but I need it to show 00:00 on the screen. And how do I connect the dial to this circuit? I have a clock with three hands, hours, minutes and seconds.

Adam@Aximmetry
  -  

Hi anzaaximm,

Here's a simple way to display 00:00 instead of 24:00:
TIME

TIMETIME

 

One question about the clock: do you already have the three-handed clock model built and just need to connect its dials to this timer circuit? Or would you also like to know how to build the clock model itself?
In either case, could you tell us which render engine you're working with — Unreal or Aximmetry's native engine?
Either way, the first step is to parse the hour, minute, and second values out of the text time data and convert them into integers. The logic below does this:
TIME

To separate the time data, set a colon character (':') as the Separators pin of the Text Slice modules. For the Start Index pins, set values of 1, 2, and 3 to obtain the hour, minute, and second data respectively:
TIME TIME TIME

Once you have those values, you can connect them to the three hands of your clock model. Depending on your setup, you may need a little extra logic at that point.

Warmest regards,
Adam

anzaaximm
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I did this, there are hands on the clock, where do I connect these values ​​to the clock?

EricWest
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Since the Hands use rotational values (0-360°) you'll have to build a conversion from seconds (0-60) first.

TIME

  •  Text To Integer are your seconds
  • Multiply with 6, so 0-60 becomes 0-360
  • In a VectorMerge connect the value to Input X (or whatever your rotational axis on the hand is)
  • Feed that into the Rotation Input of  a TransformationCompose
  • Connect to the AddTransform input of the clock hand
    (Use AddTransform to not mess up the original Transform values of your model)

Cheers & all the best.

Eric.

anzaaximm
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Your explanation is incomplete. What is the Fix60Jump module? Please show the entire chain.

EricWest
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You're welcome. I'm glad I could help you.

That group is just some personal addon, you can skip it entirely.
Same counts for the SmoothScalar.