[Closed] Additive rotations – possible?
ah!
I interpreted it in an different way.
But now I interpret it as:
the sawtooth could be used to animate the rotor with an on/off button rather than setting the increment stepping.
Sounds very cool.
You would store such functions in a custom attribute I guess?
I now managed to hide the oldrot value from the interface.
But it still gets keyframes when animating the increment value.
Georg
Thank you very much for the brainstorming, guys, I’ll have to dig into these solutions of yours asap!
Thanks again! Much appretiated!
to store the old value, if you need it, cleanly and efficiently as a variable inside the script controller you can use
this.setConstant "varName" value
inside the script controller
Awesome stuff guys! Let me thank you again!
I finally cracked the problem and added to your solutions so that it fits nicely into my current rig.
A brief description of what I’ve enhanced.
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I added a shape controller in the scene that controls the speed of the dummy propeller’s rotation
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The shape of the controller indicates the speed for better animation feedback
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I added an option to be able to rotate the propeller to any desired initial pose to which the whole system returns when on frame 0. You don’t have to go to any CA to change a value, you just rotate the propeller as you would when arranging your scene.
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Fixed the problem when the script controller was adding keyframes automatically when animating in the “AutoKey” mode.
<property>.keyable
- Added a button to reset the propeller’s rotation to 0.0, stored in a CA on the controller
So far, there are some name-dependand changes which bother me slightly, but for now, I’m happy with it and when I’m not as sleepy I’ll fix the name dependency in the CA (the button)
Please, feel free to examine the dummy scene I setup to test the ideas on. It’s animated already, just play the slider.
Again, thanks a lot for your input guys, I didn’t realize such a solution and I’m pretty sure it’d have taken me a loooong time without your help!
Hi Loocas,
This is really interesting, I’ve been having a similar problem with a rig I’m building for a spherical character. I want to be able to take the rotation from the previous frame and add to it based on the distance travelled. However, when I try to capture the rotation from the previous frame I get circular dependency errors. I’d really like to dig into your dummy scene but, for some reason, I can’t get it to download… Is there any chance you could re-post the link?
Many thanks and keep up the good work!
Duncs
Ooops, sorry, there was an error in the URL, please, try to download the scene file again, it works now