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noseman

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Posts posted by noseman

  1. 1 hour ago, jed said:

    ...Radian does not 'include' pi IMHO...

    ...changes username to Mr Pedantic...

    I think our difference is a philosophical one. Yes, Radians are measures of angles, and as such stand by themselves, but it is that way BECAUSE of Pi.

    If the ratio between the Radius and the Circumference was not the same for all circles, a consistent Radian couldn't exist, as it would express a different result for different Circles.

    Did I just up the Pedante?

     

  2. 1 hour ago, jed said:

    ..pi doesn't really come into this calculation. Radian does not 'include' pi IMHO.

    I meant that in the sense that 2π radians is equal to 360 degrees. So for a full rotation of the wheel, we have 2 Pies... hence the pie is very tasty.

    Just in case I wasn't clear.

  3. 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

  4. Funny enough, the slightly more complex nature of setting up our cloth compared to the simpler of Blender, actually allows us more control for setups like these. And let's not forget that this Cloth system, was developed nearly 20 years ago!!!

     

    I love being wrong in that way too... although it never really happens 🙂

  5. Unfortunately this is a known issue, and although there's a way to make the problem less visible, you may not be able to totally eliminate it.

    Make a cut to isolate the part of the road that clips under the Camera View, and then go and subdivide that polygon a few several times.

    THEN go and Generate the UVW Coordinates.

    Another method, which will work for the original geometry but won't help you if you're going to fracture it, is to make a Copy of the Solved Camera on frame 0, remove all keyframes and use that one as the projecting camera.

    You may need to crop the final render to remove any gaps in both methods.

     

    Here's the Road Polygon Object with "correct" UVs. Just copy and paste it to your document and apply the material using UVW

    https://www.dropbox.com/s/lubkzxki7k2i0hx/Road.c4d?dl=0

     

    Cheers

    Noseman

  6. Another thing I just realized looking at your video, is that the Springs are the only elements that define how the Trunk bends. Since the spring doesn't have a defined connector point, and is compressible, this allows for a lot of chaos in the movement. I feel you will never be able to create a mathematically correct correlation between the 2 rigs.

    This reinforces my previous proposal, to create a table of correlations.

  7. The problem here is that you are using two completely different "mechanisms" to drive the two rigs.

    IK and FK, just calculate Rotations of Joints... NOTHING Else. In FK the rotation IS the driver, but in IK the Goal position defines the rotations.

    Your Robot, uses NO rotational information whatsoever.

    The only way I see you have parity between the two systems, is either try and replicate the Model inside Cinema 4D using some sort of Dynamics, Connectors e.t.c., OR find a correlation between parts of the Cinema 4D Rig (Joint rotations) and your controller motors.

    So for example:

    Make a pose inside C4D. Then try to manually replicate that pose using your controllers. When you're satisfied with the result, compare all the rotations on the Joints, and the Parameters of your Motors (how much did they rotate, and which ones).

    By doing this, you may be able to find a correlation between the two systems that's close enough for your Project.

    I would start by posing the tip of the nose, as it involves fewer moving parts.

    Nice Project. Good luck!

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