Basically, I'm trying to make pivot art by having five points rotate around one another, however when I have them all rotating at once, they drift slowly apart from one another and I can't for the life of me figure out why. I have attached a video that includes all the trigger menus, as well as showing the issue and how each individual trigger is working its only when they all activate at once that it breaks
i also made a desmos graph to demonstrate what should be happening https://www.desmos.com/calculator/3lgkv5rfjz (just press play on the top ticker thing, might be laggy if on mobile)
#Rotate trigger center origin seemingly drifting for no reason :p
1 messages · Page 1 of 1 (latest)
There's a reason actually as of why the rotation is weird! It seems you didn´t take into consideration that when a point A rotates around a center, the whole inertial frame of the point A moves as well, so that means all the points that rotate around point A must also move along the inertial frame. In practice this means you need to use follow triggers along side rotate triggers to achieve the result you want: if point B moves around point A, then point B must also follow group A. Here´s an example, notice when there aren´t any follow triggers, the points don´t always intersect the frame at the same distances, but they do when there are follow triggers activated
Here´s the setup of the follow triggers, didn´t show it in the first video
ups sorry I didn´t make group 4 follow group 2 so the blue center didn´t always intersect the red frame at the same distances, now it does
Yep! Worked perfect. I wish you were able to use variables in the rotate triggers, I wanted to make them sliders that you could edit in the level, guess I’ll just have to add like 36 diff ones that do 10 deg each and add on top one another
Also, how did you make particles like that?
there are setups where you can move a group x units or rotate a group y degrees using binary stacking, and you can change that number x/y using remap, if that can be helpful
if I had the time I'd show you
set the particle to relative, set the speed to 0, and change the size and lifetime parameters however you want, this way the particles spawn only at the particle editor position and don´t move alongside the particle editor
Hmm yeah I always forget how useful binary is lmao
Thanks, I have never used the particle thing before and when I tried it i did the thing where it moved with it
no problem c:
if you don´t want to use the binary stacking thing I guess you could also make the rotation of the circles follow the rotation of a few reference objects, so then you can remap which reference object the points follow and this way you can set multiple rotations without setting manually each one
Nah I should be good with it, I used to create function packs for Minecraft and used it a lot
nice! I guess you could do Fourier series with the necessary amount of rotations, that would be sick
That was my original plan xd might be too complex for me
I just had watched 3blue1brown’s video on them
the difficult part would be getting the right set of radius and rotation speed of the points for each image, and that could be done with a program, maybe in 3blue1brown's video that´s explained or shared I don´t remember lol
the rest would be actually setting that stuff in gd which would only be a little time consuming as you don´t really need infinite circles, just a few dozen
that´s if gd bugs don´t mess anything up lmao