First Question - All objects should have the same height
297 4 1- Daniel75
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- 4 posts
- Joined: 4月 2023
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Hi,
this is my first question in this forum. I am a beginner and made a little sim.
but now i can not find any way to get advance.
I have a problem. All objects should have the same height, even if the size is changed, the height should always remain the same.
Please, can anyone tell me what i have to do?
the file is attached to check my sim
this is my first question in this forum. I am a beginner and made a little sim.
but now i can not find any way to get advance.
I have a problem. All objects should have the same height, even if the size is changed, the height should always remain the same.
Please, can anyone tell me what i have to do?
the file is attached to check my sim
- Tanto
- Member
- 398 posts
- Joined: 11月 2016
- Offline
Hi! Instead of setting pscale, set scale, which is a vector with components for x, y and z.
so instead of your last line:
Edit: Noticed your y component is probably not the one who should remain unchanged, but you get the idea.
so instead of your last line:
float myscale = fit01(ramp, chf('pscale_min'), chf('pscale_max')); v@scale = set(myscale, 1, myscale);
Edit: Noticed your y component is probably not the one who should remain unchanged, but you get the idea.
Edited by Tanto - 2024年4月26日 11:56:45
- Daniel75
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- 4 posts
- Joined: 4月 2023
- Offline
- Daniel75
- Member
- 4 posts
- Joined: 4月 2023
- Offline
Hello,
the rotation now is looking fine. But is there a way to get a natural or physical rotation like in the example movie?
The rotation is not the same to each object. the rotation beginns on the left and so on. like in a natural way.
is there any help or ideas what to do?
thx
the rotation now is looking fine. But is there a way to get a natural or physical rotation like in the example movie?
The rotation is not the same to each object. the rotation beginns on the left and so on. like in a natural way.
is there any help or ideas what to do?
thx
Edited by Daniel75 - 今日 03:09:06
- Daniel75
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- 4 posts
- Joined: 4月 2023
- Offline
Hello,
i found some solution:
after transform node i put a Attribute Wrangle with this: (https://www.tokeru.com/cgwiki/JoyOfVex17.html)
float angle;
vector axis;
angle = ch('angle');
angle += @ptnum*ch('offset');
angle += @Time*ch('speed');
axis = chv('axis');
@orient = quaternion(angle, axis);
That did it.
i found some solution:
after transform node i put a Attribute Wrangle with this: (https://www.tokeru.com/cgwiki/JoyOfVex17.html)
float angle;
vector axis;
angle = ch('angle');
angle += @ptnum*ch('offset');
angle += @Time*ch('speed');
axis = chv('axis');
@orient = quaternion(angle, axis);
That did it.
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