ok. here is modified version.i added bounce factor and add/substract acceleration depending on distance: bounce = 0.4 v = 0 G = 6.673*10.0^(-2) spher…
Hi. If you’re trying to mimic simple Newton’s law of universal gravitation then you have some problems. The first one is that your G (A in your case)…
why do you need vertex normal at all? store (obj2.vertex.pos – obj1.vertex.pos) and then just add it to new obj1.vertex.pos am i missing something?
Find point coords where book2 will touch book1 as: t = (b2p1.z – b1p4.z) / (b1p3.z – b1p4.z) POINT (x,z) = [ t* (b1p4.x – b1p3.x) + b1p3.x, b2p2.z] bo…
Yes, but to find intersection between circle (rotation of the corner point) and line (side of the first book) we should solve quadratic equation imo. …
I think you could make it without trig at all. If you have all the books tilted to the left: if b1p3.z > b2p2.z then dist = (b2p2.z – b1p4.z) / (b…
If you want something like physics sim then add something friction-like – decrease speed after collision. And you can add some random deviation to you…
any 3 points always form a plane, but not 4. You need to check if all of your 4 points are in the same plane and only then align your plane. possible …
pf1.appendInitialActionList evt1 pf2.appendInitialActionList evt2
pf1.appendInitialActionList evt1 pf2.appendInitialActionList evt2
let’s say your object’s name is “obj”. Then create script controller on Strength parameter of the wind and add: distance (at time currenttime $obj.pos…
speed is magnitude (CurrentFrame_pos – CurrentFrameMinusOne_pos)
MatthiasBuehlmann: Hello in the middle top you see the normalpass output, with a pixel of the left wall testet (this wall is aligned to the world c…
I know nothing about c and MR shaders programming but the logic of your shader looks right (for me)). The only thing i want to mention is your mapto01…
What is the angle if you can zoom x and y independently, and In/Out tangent value doesn’t depend on next key position? here is the same curve but dif…