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GO1kur-Kisel
12-22-2009, 04:25 PM
Hi guys.
How would you go about solving this problem.
Lets say you have a circle with a object attached to via motion path.
This object is fallowing another object that is moving freely in world space.

Now it will do its best trying to fallow this object but is restrained to its circular path
and I need to know how to get the rotation degree from the circular path (0-360), saying that the orignal position of this restrained object is 0, how would you do that?

PEN
12-22-2009, 04:54 PM
Not sure that I follow, post an image of exactly what you are after.

If you are just trying to convert 100% to 360 deg that just a matter of multiplying the value by 3.6.

GO1kur-Kisel
12-22-2009, 07:26 PM
you could basically say its a straight line going from the origo to the free locator but is locked in rot y, z, so it stays in the circle, or say world translates from the free locator should evaluate in degrees in the circle

http://img268.imageshack.us/img268/3056/angley.th.jpg (http://img268.imageshack.us/i/angley.jpg/)

GO1kur-Kisel
12-22-2009, 07:46 PM
nevermind, ^^ I just solved it by having a line beeing aimed at the locator but only constrained in the axis of the plane, giving med the rotation values that I wanted : ), hope this will work out as I planned. thanks for fast reply!

GO1kur-Kisel
12-23-2009, 04:59 PM
yeapp just as I expected, I didnt come that much further.

This is what Im trying to accomplish. http://img687.imageshack.us/img687/2151/anglerotate.th.jpg (http://img687.imageshack.us/i/anglerotate.jpg/)

its basically a seamless switch between polevector constrain and elbow lock mode where the rotation of the arm comes from the ik's twist attribute.

So here is the problem, snapping the PV loc to the locator that is Par constrained to the root joint is no problem solving our snapping issues from ik to fk, (but really its from unlocked mode to locked) but snapping it the otherway around is a lot trickier, figuring out what angle the PV loc gives. This is solved by having a line (or whatever really) aimed to the PV loc in X, so this gives a correct value for the snapping to occur.

But of course I knew it wasnt going to be this easy since dealing with aim constrains rarly are stable in my experience and so it wasnt. The real trouble starts when the arm moves, the aim will no longer give a correct value back, or when I scale the joints. No matter how I parent it to joint, or garbage parent it.

I jsut feel that there must be a more waterproof method of achiving this? like a node or something?

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12-23-2009, 04:59 PM
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