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[SOLVED]Why Does My Boat Flip Around On The Path?


Atom

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Hi All,

 

I have a point that is copied to a line that is projected onto a mesh surface. I have an attributeVOP that animates the U coordinate to move the point along the line. I have a polyFrame with non default values to help with the up vector. I also have a Copy that copies my row boat to the point.

Most of the time the animation works as expected the boat appears to travel along the curvature of the mesh. At a few points along the path the boat rotation flips around 360 degrees.

 

Does anyone know why this is happening?

I'm not sure how to fix that...

boat_flip.gif

ap_me_rm_jimi_chest_plate_ripple_102916_1b.hipnc

Edited by Atom
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But the polyFrame creates an up vector already. Are you saying you are overwriting that existing up vector with a new value?

How are you constructing the up vector, with a wrangle..?

v@up = set(0,1,0);

 

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1 hour ago, Atom said:

But the polyFrame creates an up vector already. Are you saying you are overwriting that existing up vector with a new value?

How are you constructing the up vector, with a wrangle..?


v@up = set(0,1,0);

 

There is no up-vector.

You use the primuv vop to fetch N and P, but not up.

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Ok, so the  attributeVOP is discarding/ignoring the up provided by the polyFrame so it needs to be re-established after the VOP to make up for that loss.

In this case it looks like the code is...

v@up = set(0,-1,0);

Untitled-1.jpg

Thanks for the help!

 

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1 hour ago, Atom said:

Ok, so the  attributeVOP is discarding/ignoring the up provided by the polyFrame so it needs to be re-established after the VOP to make up for that loss.

In this case it looks like the code is...


v@up = set(0,-1,0);

Untitled-1.jpg

Thanks for the help!

 

The vop is not discarding/ignoring anything in the first input, but your up vector is on the curve in the second. You need to fetch it, just like you have done with P and N inside that vop.

 

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