moneitor Posted January 20, 2017 Share Posted January 20, 2017 Hi everybody, I was wondering if there is a way to improve the behaviour of this setup, I am currently creating this thing to instance a pre-cached fire on a moving object, and I want the fire to have the proper orientation based on the velocity, this is not for hero shots of course, but it would work very nicely for non hero shots (I think), so the question is, Is there any way to smooth the quaternions when the direction of the velocity changes very fast? I want to avoid the flipping, I remember in my time as rigger that it is probably impossible, but maybe there is a way to smooth it, maybe chops? Or maybe quaternions is not the best way to go, and you can give me another clue. Thanks. Hernan. buildQuat.hip Quote Link to comment Share on other sites More sharing options...
moneitor Posted January 20, 2017 Author Share Posted January 20, 2017 well, I don't know the solution but anyway I just smooth out the velocity channel in chops, and seems to help a lot. Quote Link to comment Share on other sites More sharing options...
Kappy Posted January 20, 2017 Share Posted January 20, 2017 What I've done in the past is to limit the angle that the orient is allowed to change from frame to frame. This requires a Sop Solver. I've modified your file, Hernan, to show what I mean. It's simple when it's finished, but kinda tricky to get right -James buildQuat_maxangle.hip 1 Quote Link to comment Share on other sites More sharing options...
moneitor Posted January 21, 2017 Author Share Posted January 21, 2017 (edited) Ah James, thank you very much for your nice help. Haven't heard about the dihedral function, help me a lot. Edited January 23, 2017 by moneitor 1 Quote Link to comment Share on other sites More sharing options...
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