Re: Using velocities in the Global Kinematics...

Date : Tue, 14 Mar 2006 18:16:40 +0200
To : XSI(at)Softimage.COM
From : Dan Yargici <dan(at)imajonline.com>
Subject : Re: Using velocities in the Global Kinematics...
Great, thanks Guillaume!

DAN

guillaume laforge wrote:

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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