There's a node 'get nearest point on spline' that almost does what you want. Here I've got some user data to manually click through the points to get a % readout -
Unfortunately, the node sees all splines as adaptive, but I think uniform would be better. It's still usable - you can set the % for a 2nd object and it lines up.
splinepoints.c4d
I'm not familiar with the car rig, but back in the day align to spline etc only went up to 100%. To make your object loop past 100%, you used modulo 1.
Modulo means count up to, but never actually reach the max - resets to 0%.
might work...
[ nowadays, align goes past 100% ]
explanation -
hierarchy points to the parent objects and the iteration is the default
D = starts at 1 level down
N = iteration path is next on same level
hierarchy outputs each object in turn, and object index gives the index number 0, 1, 2 etc
capsule is a representative object that assumes the ID of whatever is plugged into object port
the index is compared to the slider
== gives a True or 1
!= gives a False or 0
the visible ports -
0 = on
1 = off
2 = default
so the value is inverted with the not node
This is quite close to the Blender idea.
I only animated one card and used memory nodes for the rest - so it doesn't settle down until > F300
Some ideas for you 😀
flap 6.c4d
edit - I found some tex on the website
I think this does it
def main():
global Output1
# n is number of mats
for a in range(n):
if Input1 >= Input2 * a and Input1 < Input2 * (a + 1):
Output1 = a
In this file I detect when a random node exceeds an adjustable threshold, which unfreezes a 2nd random node to pass a new value for the hue.
Lower threshold = more flicker
flicker2.c4d
A lot of people don't realise that when they set a port (eg on a rangemapper) to degrees, it still outputs radians in XPresso. Comes as a shock the first time they stick a result node on something rotational, expecting to see nice multiples of 10 😀.
The guy in the YouTube video has fallen for a common trap of using pi - which is unnecessary since rotation in XPresso uses radians. The distance x travelled by a wheel is given by
x = radius * rotation angle (where the angle is in radians)
so rotation is given by
angle = distance / wheel radius
move the cube in this file in X to see the wheel rotate
wheel radians.c4d
>> Mr Pedantic 😀
I'd call your 'gear bars' rack and pinion - like car steering.
I had a go at your idea of parallel gear but I had a bit of difficulty with the teeth at the Reuleaux triangle corners. I managed to bodge it using spheres for teeth -
Anyhow, I've done the math for you 😀
RT rack.c4d
PURE LOOP | 360mm silent essential Water coolers from be quiet!
says 1700 socket
I would check motherboard manual to ensure you have the connectors plugged into the correct headers. Also see if there's a load curve in the bios to set the cooling system response to temperature - PWM means the fan speed is variable.