categories:
Animation, General, c3D-Math
description
If you animate an object in quest using envelopes to create a path animation, you will find out, that it is pretty hard, to set the keys in a way, that you have a constant velocity along the whole path.
This template calculates the difference between the actual position and the "next" position to get out a correction multiplier, to calculate the true velocity.
This is an approximation, and it can give unexact results, if the speed is high, the curve is changing rapidly etc.
It is pretty good for a smooth slow path (e.g.) camera animation.
Thx to Mark van Heeswijk and Jos van Ouwerkerk for some hints.
usage
Just check the code and implement it in your scene, or use the cgr. as a standalone group in you object.
changelog
changelog #1 on Jun 29th 2009 16:52
- added TC
requirements

Quest3D Version 3.6.6 - Creative Edition
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 custom channels needed
cgr's documented
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