FR3D Posted March 14, 2017 Share Posted March 14, 2017 (edited) I am trying to animate an engine using chops and constraints. I manage to get something quiet close but it isn't accurate(cheat) My main issue is that i cannot find how to use a "look at" in conjunction with some restriction to force the tip of the arm to slide along the Y axis. I tried many other solution as well as trigonometry(which i am not very good at) which i gave up on. i also tried with bones but again my knowledge is close to none in houdini and i wasn't able to restrict bones I wish to achieve the real thing with your help Thank you piston.hip Edited March 14, 2017 by FR3D Quote Link to comment Share on other sites More sharing options...
FR3D Posted March 14, 2017 Author Share Posted March 14, 2017 (edited) Ok, i managed to get the trigonometry formula. Now i have two method. one is Hscript which works perfectly(u can check the measure sop) and the other one is VEX. For some reason the Vex(into a point wrangle)works but is speed up.I am pretty sure it is the same script. Does the wrangle node manage "@frame" differently than "$FF" in hscript? piston trigonometry.hip Edited March 14, 2017 by FR3D Quote Link to comment Share on other sites More sharing options...
3dome Posted March 15, 2017 Share Posted March 15, 2017 nope no difference between $FF and @Frame (when bound to float attrib). the reason your file isnt working correctly is because in VEX for cos/sin you have to provide the value in Radians. Apparently hscript is fine with Degrees. here you go: @P.y = @r*cos(radians(@a))+sqrt(pow(@l,2)-pow(@r*sin(radians(@a)),2)); 1 Quote Link to comment Share on other sites More sharing options...
FR3D Posted March 16, 2017 Author Share Posted March 16, 2017 11 hours ago, 3dome said: @P.y = @r*cos(radians(@a))+sqrt(pow(@l,2)-pow(@r*sin(radians(@a)),2)); Thank you 3dome. I will clean my file, and share it in the days coming. Quote Link to comment Share on other sites More sharing options...
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