Hi all,
I have searched extensively to find a “car-rig”-like solution to make wheels rotate based on the distance they have traveled.
I came across: Lyonz thread: (http://forums.odforce.net/index.php?/topic/13258-direction-spin [forums.odforce.net]) but that didn't came up with a solution.
I found tyson ibele's elegant solution in 3Dmax over here: http://www.simplycg.net/viewtopic.php?f=32&t=4630 [simplycg.net]
So i started to try to get a simple version of that in Houdini.
For this i want to calculate the total distance traveled and here comes the first trouble. I calculated the distance traveled in the last frame.
I created a null that does follows a path, and in chops offset it to 1/$FPS. Then subtract the second from the first and you've got the distance traveled in the last frame.
So my idea was: get the rotation of the wheel and add (distance * (360/2*pi*wheelradius)
But this isn't working because in sops += doesn't work as explained here:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20063 [sidefx.com]
Alright, so i thought i'dd get the totaldistance covered so i brought it into dops and use a sop-solver, similar to how Peter Quint explains here:
http://vimeo.com/6663811 [vimeo.com] but i'm getting into trouble again. I CAN get the distances calculated in a vopsop in the sopsolver in dopnetwork but i just can't get them properly added to the already existing distance.
Needless to say, I'm starting to feel a bit stupid and i could really use some help. Maybe someone could shed some light on this?
Thanks in advance.
Rudi