Hi Raffael,

Out of curiosity, do you have an example of how you work with angular velocity ? Never tried that before. For example right now, I've built a tornado mostly based on CrossProduct. It's superb, but let's say the client want's it to turn faster, with a multiplied CrossProduct the particle will go away from the "center" (unless I add a vector to suck it back to the center (Centripetal) ).

With an angularVelocity, do I have the possibility to just make it spin faster ?


Le 04/07/2014 03:29, Raffaele Fragapane a écrit :
You introduced a magnitude to the velocity which will over time amount to further distance, but reasoned the problem out without that variable.
It would work if the velocity was infinitely small.

Multiplying that vector you pump into the velocity by an extremely small number should reduce the slingout, until you hit precision limits and you end up with an immobile object because the velocity drops to 0, but for the right combination of numbers it might stay subpixel for long enough to be "artistically" the result you want.

If you needed it for a practical application you would of course be better off rotating the vector around y instead, affecting angular velocity instead of linear won't compromise the system and will give you the result you want.


On Fri, Jul 4, 2014 at 4:21 AM, olivier jeannel <olivier.jean...@noos.fr <mailto:olivier.jean...@noos.fr>> wrote:

    Ah, thank's for clarifying this. Makes perfect sense.

    Le 03/07/2014 11:34, pete...@skynet.be <mailto:pete...@skynet.be>
    a écrit :
    this does make sense to me, if I think of it as a rocket orbiting
    a planet.
    at each moment in time the rocket is pushing itself forward with
    a linear force (the vector) - so it will tend to move from where
    it is to where the force is telling it to go – in a straight
    line, tangent to the circle you are after – but it already has
    it’s current speed, so you don’t end up exactly where you are
    pointing but a bit further out - leaving the circle a bit. The
    next moment in time you are correcting with the new tangent
    vector – so you are approximately following the circle.
    if you want to get the perfect circle, you will need to add
    another force, pulling towards the centre. ( check on centripetal
    force: http://en.wikipedia.org/wiki/Centripetal_force )
    in ice: subtract the pointposition from the center of the circle
    and multiply by scalar to finetune – add this vector to the one
    you have
    In the example of the orbiting rocket I guess that would be gravity.
    *From:* olivier jeannel <mailto:olivier.jean...@noos.fr>
    *Sent:* Wednesday, July 02, 2014 10:00 PM
    *To:* softimage@listproc.autodesk.com
    <mailto:softimage@listproc.autodesk.com>
    *Subject:* Running in circle, The CrossProduct question
    Hi gang,

    with my partner we were discussing crossproduct "theory" and I'm
    not sure what to believe or think.

    I was persuaded that the result of a Cross Product of a
    PointPosition (x,y,z)  and a vector 0,1,0 plugged in a the
    PointVelocity, would give a particle orbiting around 0,0,0
    describing a perfect circle.

    In fact, not exactly.

    with simulation substep 1 I get this :


    with simulation substep 10 I get this (but it travels much slower) :


    So my question is :  Is this a problem of approximation from the
    or the computer, and then the mathematical nature of cross
    product is able to "describe" a circle.

    or is this a normal behaviour, considering that the cross product
    vector is pushing in straight line a particle and that it could
    never "describe" a circle.






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