I'm trying to animate an object moving around a closed curve that varies its speed according to a ‘speed’ attribute of the curve's points. The problem is, I can't figure out how to ensure that the animation completes one full cycle (0 - 1) within the animation length.
The progression along the curve depends on the interpolated speed attribute and to ‘normalise’ the speed attribute will depend on the progression along the curve (!).
I'm guessing this is a non-linear mathematics problem, and the solution has thus far eluded me. Any thoughts?
Non-Linear Animation Problem
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- AndrewJBeard
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- Soothsayer
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- AndrewJBeard
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The speed attributes and the length of the curve will be fixed during the animation, but I'd like to keep the animation itself procedural in case I want to change the shape of the curve at a later date.
I think I've figured out what I need to do, mathematically. Essentially I've got as far as integrating the speed over the length of the curve, which produces a non-uniform but increasing channel.
Now I need to transpose that channel (i.e. interpret each sample value as a position value) but I can't find a CHOP to do this. I'm currently wrestling with hscript/python to do this - any suggestions are still most welcome.
I think I've figured out what I need to do, mathematically. Essentially I've got as far as integrating the speed over the length of the curve, which produces a non-uniform but increasing channel.
Now I need to transpose that channel (i.e. interpret each sample value as a position value) but I can't find a CHOP to do this. I'm currently wrestling with hscript/python to do this - any suggestions are still most welcome.
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- Soothsayer
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If you know the length of the curve, the attributes, and the time, why don't you just get the average of the attributes and then you instantly know how fast your objects needs to travel. If that was to change you can take a running average and compare it to the needed average and speed/slow as required.
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