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Bumbi
09-25-2003, 10:09 AM
Hello. Haven't been posting much, I'm a lurker.

But now I have a little problem. I want an object to rotate whitout animating it frame by frame so i assigned it to a dummy with a cosy custom attribute spinner.

What happened was that the Rotate Reactor didn't like to go from 180-181 degrees. It turns it into -179 and that makesthe object start to trun backwards... I have several other objects linked to this value and having to reassign them to a new value just to use the euler rotation will take too much time.

My question is if you can make this work in an easier way than I solved it, now it works fine but just for next time. And if someone knows... the rotation values, how do they actually work?

It seems to work fine with euler so I created additional attributes named radians and degrees on the dummy, used wire parameters to create a relationship between them and then linked used an Euler controller on the object I wanted to rotate and linked it to the radians-value. Now i can give the object a rotation in degrees so that the other objects works well.

I'm on version 4.2

Oh, and while I'm at it, why can't you add attributes to groups? Is it possible in Max 5 (6)?

Bumbi
09-26-2003, 12:52 PM
Hah! Since noone answers I add another question.

Why does bones get weird when you add wire rotation to them. The gizmo goes nuts and flips, but if you tell them that they aren't bones, wire them and then make them bones again... they have no problem with it...

uzik
09-27-2003, 01:40 AM
Why not animate it? Add two keys
and set the out of range curve and
you're done

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