or this:
full wave rectified sine
a = 10. -- amplitude
o = 50. -- omega
t = slidertime -- time
r = 0 -- result
for n = 1 to 1000 do
(
r = r + (cos(n*o*t))/(4*n^2-1)
)
(2*a/pi)-((4*a/pi)*r)
Here’s my take on this. It just works in one axis so the box can’t go up, but it’s a start.
Cheers,
Martijn
i was thinking about the up issue, why not put that on a float list controller. Then drive it with a slider to wieght the equation for each axis i.e get to the edge, blend to different equation move up? Or even do some math checking, call the same fn moving up against x, but wed need to give the x a float list. So to say when moving above say 10 we ramp in the new equation?
Thats a simple blend math. Also maybe an animatable height value when the ramp starts?
I had similar problem few weeks ago, but my object wasn’t cube. I decided to write a script which will animate rotation and Z part of position, to give convincing effect of rolling. Here’s small test rollTest.
First part shows original animation. Second is result of executing script.
lookz awesome, this would take a lot of time to animate. great work
does that script work with any forms (surface trace of some kind), and in the z direction?