Scripting a Planet and Star

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Old 03 March 2013   #16
Originally Posted by em3: This is awesome. Thank you Denis!

my physics theoretic background is pushing me to make the true physics algorithm but i'm too lazy now to listen it ... mass, gravity, angular speed, and "everything else"... any one who wants to play with it is welcome.
 
Old 03 March 2013   #17
the idea of this snippet is to show that most of 'looking complicated' tasks are not really complicated. as you see whole math is 6 lines of code. everything else is UI.
 
Old 03 March 2013   #18
Awesome Denis!

Now for your coup-de-gras... how about a binary star system-- where the two stars orbit each other.
 
Old 03 March 2013   #19
interesting... there is a super bug (really fat) in my code... nobody cares?
 
Old 03 March 2013   #20
Originally Posted by denisT: interesting... there is a super bug (really fat) in my code... nobody cares?


At my regular day job now (no 3ds Max)... but I'll see if I can spot it when I get home and run your script... I'll try and study it more closely before then. Thanks for taking the time to enlighten us beginners.

EDIT: Is this a maxscript coding flaw? Or is it something in the design concept of the script (e.g., a planet could have more than one satellite...)???

Last edited by Archangel35757 : 03 March 2013 at 03:39 PM.
 
Old 03 March 2013   #21
Something's not right with the satellite...

Originally Posted by denisT: interesting... there is a super bug (really fat) in my code... nobody cares?


...well, I copy/pasted your orbitAttribute script into a new script file and evaluated it and the attached picture is what I got... so at first glance I'd say the orbit of the satellite (moon) needs to be tweaked-- but I'm sure you did this on purpose... taking a closer look at the satellite-- hey, wait a minute! That's no moon! Maybe that explains it!
Attached Images
File Type: jpg orbitAttribute_script.jpg (93.5 KB, 15 views)
 
Old 03 March 2013   #22
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