Genete the math wizard! Simulating 3D rotation from 1 bone?
Posted: Thu May 24, 2007 5:52 am
My dream of replacing the springy gizmo with my flipping script was noble if misguided.
Here's the description of the situation and a question:
Your springs simulate 3D motion because the translation of the last bone is non linear. I get that. If I use straight rotation to translation it is linear.
Is there a formula that I could apply to the value of a single bone's rotation based on the angle (from 0) to create that non linear translation? .
For instance as a bone is rotated the rotation value increases and decreases from 0. Would there be a way to perform a mathematical formula to that number that would simulate the change in "acceleration" of a translation as it approaches 0 and as it reaches 90 or -90 degrees and approaches 180 or -180 degrees?
This formula could have some variable used as the base number that could be changed in a script, maybe it could be based on the length of a bone to determine the change? For instance there could be a bone off to the side that has no purpose except to set this value. By changing this bones length the value would be changed.
Or better yet, that single value could be used to calculate a whole BUNCH of different points in 3D space.
-vern
Here's the description of the situation and a question:
Your springs simulate 3D motion because the translation of the last bone is non linear. I get that. If I use straight rotation to translation it is linear.
Is there a formula that I could apply to the value of a single bone's rotation based on the angle (from 0) to create that non linear translation? .
For instance as a bone is rotated the rotation value increases and decreases from 0. Would there be a way to perform a mathematical formula to that number that would simulate the change in "acceleration" of a translation as it approaches 0 and as it reaches 90 or -90 degrees and approaches 180 or -180 degrees?
This formula could have some variable used as the base number that could be changed in a script, maybe it could be based on the length of a bone to determine the change? For instance there could be a bone off to the side that has no purpose except to set this value. By changing this bones length the value would be changed.
Or better yet, that single value could be used to calculate a whole BUNCH of different points in 3D space.
-vern