I'm not a 3d math specialist but the way to use velocity could be
something like this :
- In your SCOP the inputs for the velocity are :
Inlinvelx > YourObject.kine.global.linvelx
Inlinvely > YourObject.kine.global.linvely
Inlinvelz > YourObject.kine.global.linvelz
- Then you can create a vector from those values
var oVec = XSIMath.CreateVector3() ;
oVec.x = Inlinvelx.Value;
oVec.y = Inlinvely.Value;
oVec.z = Inlinvelz.Value;
- Then use the velocity like this
TheVelocity = oVec.Length();
- Then
What you want multiply by TheVelocity :-)
Cheers
Guillaume Laforge
On 3/14/06, *Dan Yargici* <dan(at)imajonline.com
<mailto:dan(at)imajonline.com>> wrote:
Hi everybody,
I'd like to find a way of using the velocity of a null in global space
(via the global kine PPG) to drive some distortion of UVs in another
object's material. Now I have pretty my everything setup, but I'd
just
like to know how one goes about turning these linear/anguar/x/y/z
velocities into a kind of general 'speed' to drive the effect. i.e.
when object moves fast, distortion increases, when it stops,
distortion
stops.... ideally with a nice lag but that I can probably live
without
this time.
Should I just take the average of the absolute xyz velocities?
I'll be the first to admit I need get my head in the maths books, and
I'm sure the answer will be painfully embarassing, but what the hey,
bring it on!
Thanks in advance,
DAN
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