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Thank you Graham !
Avoiding for the moment the RigidBody, how would I do "cumulative" Orientation ? I seems to get something "working" but, it seems to ignore the number of turns (* 360°) and go directly to the closest angular value ... Here's my tree : ![]() Le 24/07/2013 17:31, Grahame Fuller a écrit : AngularVelocity is understood only by the rigid body nodes, not by Simulate Particles (and also understood by mr and other renderers for motion blur).So you could either compute and set Orientation yourself, or change your sim to a rigid bodies one. gray From: [email protected] [mailto:[email protected]] On Behalf Of olivier jeannel Sent: Wednesday, July 24, 2013 10:31 AM To: [email protected] Subject: Set Angular velocity 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 angle, spins to get the correct angle Goes beyond and ty to stabilize around the goaled rotation angle. Exactly what Helge was doing with velocity in his early tutorials (Tutorials that should be append to the holly bible, if you ask me) [cid:[email protected]] |
- Custom ICE node port context types Vladimir Jankijevic
- Re: Custom ICE node port context types Alok Gandhi
- Re: Custom ICE node port context types Julian Johnson
- Set Angular velocity olivier jeannel
- RE: Set Angular velocity Grahame Fuller
- Re: Set Angular velocity olivier jeannel
- Re: Set Angular velocity olivier jeannel
- RE: Set Angular velocity Grahame Fuller
- Re: Custom ICE node port context types Vladimir Jankijevic


