Point animation in kilometers per hour
1735 5 0- Haruko
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Hello everyone,
I would like to know how I can create an animation of a point so that it travels a line with a measurement in kilometers per hour and not with a &FF/100 function as I have in the carve nodes.
I guess there will be a better solution to create this animation than through these nodes based in a restlength attribute.
The second question I have is how to make the animation follow the predefined normals on the curve. That is, as it happens in primitive 0, unlike in 1, which does it the other way around.
I attach a scene so you can see it more clearly.
Thank you.
I would like to know how I can create an animation of a point so that it travels a line with a measurement in kilometers per hour and not with a &FF/100 function as I have in the carve nodes.
I guess there will be a better solution to create this animation than through these nodes based in a restlength attribute.
The second question I have is how to make the animation follow the predefined normals on the curve. That is, as it happens in primitive 0, unlike in 1, which does it the other way around.
I attach a scene so you can see it more clearly.
Thank you.
Edited by Haruko - 2022年5月16日 03:53:09
- Haruko
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- Joined: 7月 2020
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- Hatchery
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- 138 posts
- Joined: 3月 2016
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- Haruko
- Member
- 38 posts
- Joined: 7月 2020
- Offline
Hi Hatchery thank you for your time.
Maybe I did not made my self clear since english is not my mother tongue. Let me explain it a bit more so you can have a clearer view of what I am trying to achieve.
As you can see in the attached scene wich I have updated with another curves examples, there are two lines. What I am trying to achieve is:
- Move a point through them taking their normals as the direction of the animation. Line 0 ( carve 1) seems to work fine, but the other one ( line with primitive1) moves in the opposite direction since the normals are inverted.
The thing is that the animation direction should be automatically driven by the curve normals, since I should not reverse the lines.So in the case of primitive 1 the animation should start in the ptnum 49.
- The other thing is that I would like to determine the speed of the point animation through the lines.
It would be cool if you could have "a minute" to guide me.
Thank you in advance..
Maybe I did not made my self clear since english is not my mother tongue. Let me explain it a bit more so you can have a clearer view of what I am trying to achieve.
As you can see in the attached scene wich I have updated with another curves examples, there are two lines. What I am trying to achieve is:
- Move a point through them taking their normals as the direction of the animation. Line 0 ( carve 1) seems to work fine, but the other one ( line with primitive1) moves in the opposite direction since the normals are inverted.
The thing is that the animation direction should be automatically driven by the curve normals, since I should not reverse the lines.So in the case of primitive 1 the animation should start in the ptnum 49.
- The other thing is that I would like to determine the speed of the point animation through the lines.
It would be cool if you could have "a minute" to guide me.
Thank you in advance..
- Haruko
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- Joined: 7月 2020
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I do not think it is that complicated.
What I need to do is that given the distance in meters of a line, which I calculate with a measure node, I can animate a point through a carve node (for lack of a better method) and that the speed of the point that I generate to through the carve, be configurable.
What I need to do is that given the distance in meters of a line, which I calculate with a measure node, I can animate a point through a carve node (for lack of a better method) and that the speed of the point that I generate to through the carve, be configurable.
- Hatchery
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- 138 posts
- Joined: 3月 2016
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