Hi List !
I was looking at Angular Velocity, is it possibleto set it ?
(nothing wants to happen if I set it...)
What I was thinking is something similar to goal (with velocity)
with some damp effect.
So the idea is :
a particle has to reach a rotation
Yeah... of course.
I've tried using subtract and multiply with rotations and quaternions,
and multiply the results... I've tried so many things, I can't recall
all of them...
The best results I had came from rotating an x-axis vector (1,0,0) by
both orientations (previous frame and current
If you want to calculate your own :
[image: Inline image 1]
i.e :* angular velocity* is equal to cross product of *point position*
and *linear
velocity* (both vectors of course) over *squared length of the the point
position vector.
*
Theoretically this should work.
image.png
What if the point ain't moving, only spinning in place?
Alok Gandhi wrote:
If you want to calculate your own :
i.e : angular velocity is equal to cross product
of point position and linear velocity
(both vectors of course) over squared length of the the point
position vector.
We are going to render some stuff in Arnold and some in Mental Ray, but
both should react to the same formula. In the end, we are passing an
AngularVelocity rotation value.
Merci pour ton temps Francois. C'est bien gentil.
-Mathieu
Francois Lord wrote:
It's all in Arnold, I suppose?
I
Alright... I got it... I had to Multiply the Invert of the previous
frames' rotation by the current rotation and then convert that Rotation
to Axis and Angle and Multiply the angle by 24 (1/FrameStep) before
resetting it in a Axis and Angle to Rotation node. I can't just multiply
the rotation
6 matches
Mail list logo