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Showing content with the highest reputation on 04/16/2020 in all areas

  1. Hey everyone, check out my Youtube channel where I have the download link for a Free "Edge to Spline" plugin. It's Open source, procedural, do-whatever-you-want with it. The code is open, so use it for educational purposes as well. Modify it, and make more super plugins. Please don't sell it. [Disclaimer. I have no responsibility, expressed or implied as far as the plugin is concerned. Use it as-is. Whatever happens, it's your fault. By downloading it, you agree to this... and owe me a grilled steak... medium rare please] Share, Like, Subscribe. edgeToSpline.zip
    2 points
  2. You gotta be careful, lest these things get out of hand... Lovely job there by Nick Shaheen, so just sharing here for the general amusement of anyone stuck indoors... CBR
    1 point
  3. As an R21 Perpetual licence holder I'm waiting with bated breath for all the new things I probably won't get : )
    1 point
  4. All above solutions can work great, and here's my input: I'm using a Tracer Object, to trace a Cube (Turn Off Trace Vertices in the Tracer Attributes). This will generate a Spline and record the Cube's Trajectory (You can animate the cube by any means and I have chosen a Vibrate tag because I'm lazy). Then we use XPRESSO to read the length of the Tracer Spline, as it reflects the distance travelled. I use that as an input to a Range mapper that takes the Circumference of the Wheel (2*Pi*Radius), and maps that to one Radian (Negated because the wheel is going "the other way"). I then put that back into the Wheel P Rotation as Radians (Default Rotation Unit for XPRESSO). I also use an "Align to Spline" Tag to align the wheel to the end of the spline, and set it to Tangential so that it follows the Spline Tangent and orient itself. The Tracer offers the ability to create wheel tracks as well. Fun!!! Distance travelled 01A.c4d
    1 point
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