helicopter orientation
2475 5 1- csp
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I have a flock of helicopters using particles, how can I simulate the helicopter-like orientation based on their velocity/acceleration? Either during the POP-sim or post-sim inside SOP level. So far, I am using their velocity direction as N to have them facing forward. Is there any way to rotate points in VOPs?
- KMcNamara
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You can't really “rotate” a point - it's just a position in space. It has no orientation.
You can, however, rotate a vector attribute that you have attached to the point. You can also rotate a sprite that you've attached to the point. Is that what you want to do?
It sounds like you already have what you need - the normal vector pointing in the direction of the velocity. That's your ‘helicopter orientation’ right there. 8)
You can, however, rotate a vector attribute that you have attached to the point. You can also rotate a sprite that you've attached to the point. Is that what you want to do?
It sounds like you already have what you need - the normal vector pointing in the direction of the velocity. That's your ‘helicopter orientation’ right there. 8)
- csp
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KMcNamara thanks for the reply, velocity gives me the main orientation but there secondary rotation in an helicopter based on its acceleration, when goes faster is leaning forward on x axis, when its changes direction by making a turn leaning sideways on z axis based on which direction . Maybe I can use an up vector but how I will combine the up vector with the N which gives me the main orientation?
- KMcNamara
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Ah, I see.
You could probably do this quite easily with CHOPs using the lag node. The idea would be that you have a second particle dragging behind the first, as if being dragged on a rope. The vector between the two particles will always be the helicopter's up vector. This should capture the leaning forward as well as the tilting sideways to make a turn.
Have a look at this tutorial - should give you all of the information that you need. I can try to whip up an example later if this doesn't make sense
https://vimeo.com/6930074 [vimeo.com]
You could probably do this quite easily with CHOPs using the lag node. The idea would be that you have a second particle dragging behind the first, as if being dragged on a rope. The vector between the two particles will always be the helicopter's up vector. This should capture the leaning forward as well as the tilting sideways to make a turn.
Have a look at this tutorial - should give you all of the information that you need. I can try to whip up an example later if this doesn't make sense
https://vimeo.com/6930074 [vimeo.com]
- csp
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I havent done CHOPS before but this seam clear enough, the problem is that with one object or point which has few keyframes will be propably fast. I am thinking that with 100s of points coming from a particles sim, which means every frame there is an in point of animation in CHOPs will be slow. But even if thats not the case and I get the up vector from CHOPs as an attribute attached to the original points, how I will use it in combination with velocity's direction to rotate each instance object attached the points?
I will create a simple hip and post it soon
I will create a simple hip and post it soon
- csp
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