-HEAVY- Posted February 15, 2016 Share Posted February 15, 2016 (edited) i thought it will be totally clever and use speed as a base and then getting meters (gridunits) per frame and manipulate tx in a transform node. that worked in first sight but when i reduce speed by keyframing the attribute, unexpected things happen and my modell slows donw but then move backwards.. so is it me or is it some strange feature i dont understand..?!? its all in the truck node - see the differences with the switch node .. an please it would be great if someone could tell me where i am mistaken. thx the Heavy Truck_Anim.hipnc Edited February 15, 2016 by -HEAVY- Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted February 17, 2016 Author Share Posted February 17, 2016 (edited) Does nobody have an Idea? ...or a hint to use speedvalues for animation? i am open for any workarounds. Edited February 17, 2016 by -HEAVY- Quote Link to comment Share on other sites More sharing options...
Skybar Posted February 17, 2016 Share Posted February 17, 2016 Well the problem is your setup really, you'd have to do something else to make it behave like you expect. See these two example frames from your hip: UPF (units per frame) * $F Frame 9: 0.68 * 9 = 6.12 Frame 79: 0.08 * 79 = 6.32 They are in roughly the same position, 70 frames apart. This is because your UPF is animated to decrease and the resulting value eventually becomes less than it was the frame before - so it moves backwards. In a perfect scenario, the UPF * $F could always equal the same number and make your truck stand perfectly still. I guess you'd have to find a way to add your UPF to the position of the last frame, maybe in a solver or with CHOPs. Hope it helped. Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted February 17, 2016 Author Share Posted February 17, 2016 Yeah that helped a bit, thx Skybar. I see the dilemma and I was to lazy to check the calculation by myself - and i thought when the value is calculated, and then added to tx it should move this many units. now what i was mistaken is that the transform node does not keep the values from the frame before.the "new" SOLVER node seems to be good for that, but not reverse compatible so maybe chops is better - but I have not used chops for now so I take a few examples first. Quote Link to comment Share on other sites More sharing options...
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