No more in front of SI right now. Are you telling me to lineary blend the scalar angles ?
Le 24/07/2013 22:16, Grahame Fuller a écrit :
Actually, the Linear Interpolate node can take axis-angle values directly. It seems to be doing something clever under the hood to keep the axis constant. gray From: [email protected] [mailto:[email protected]] On Behalf Of Grahame Fuller Sent: Wednesday, July 24, 2013 3:50 PM To: [email protected] Subject: RE: Set Angular velocity It's the quaternion maths that limits it to one revolution. Use a rotation data type (axis and angle), break it apart to interpolate the axis and the angle separately, and then put them back together to set the orientation. gray From: [email protected]<mailto:[email protected]> [mailto:[email protected]] On Behalf Of olivier jeannel Sent: Wednesday, July 24, 2013 2:12 PM To: [email protected]<mailto:[email protected]> Subject: Re: Set Angular velocity 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 : [cid:[email protected]] 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]> [mailto:[email protected]] On Behalf Of olivier jeannel Sent: Wednesday, July 24, 2013 10:31 AM To: [email protected]<mailto:[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]]

