#Technical/Driver question

1 messages · Page 1 of 1 (latest)

rotund geyser
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as seen in the screen recording Ive attached, i was wondering if anyone could help me solve this issue im having. I have 2 drivers for the x and y rotation. The x rotation is controlled by the y location, and the y rotation is controlled by the x location to rotate the sphere as it was rotating, as seen in the video, ive added a couple key frames to change the location of the sphere, the rotation seems to work for some directions, but im no math wizard, i feel as if i need a special equation to translate the location into a rotation so that it doesnt start rolling in reverse. The best example I can think of to the movement im trying to replicated is how BB8 rolls around in star wars.

Ive played around with other options too, i know i can create a path and have the ball follow the path and create a driver from that, and it seems to work a bit better, but im really trying to work around using a path in general because its very limiting
Theres also a rigid body way to do it, but thats not really what im going after i dont think.. i want full control of how the ball is going to move in the end

any help would be greatly appreciated

stable hornet
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The formal for the factor of meter per meter is the circumstance of the circle so C = 2pi * r
C is in that case the distance that the sphere moves when rotating by 360 degrees

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Think of it as a tier and adjust one rotational value at a time.

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And I would also add n additional + y
Y as a random value that you can manually adjust under custom properties. That way you can make the ball slide and add back some manual control

rotund geyser
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the way that i have it works pretty good, its just that the rotation of the sphere seems to be only controlling the local axis instead of the global rotation, making it so if the ball changes directions, and the local axis isnt lined up correctly, it will show the ball spinning the wrong way

rotund geyser
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i think i got it, im not using a driver now, I parented the ball to an empty, and added a transform constraint to the ball to take the location from the emppty and change it to a rotation in the constraint, it seems to work better, dont know if its perfect yet, but it looks much better

rotund geyser
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scratch that, it works ok in a small area, but as soon as i drag the location of past like 30, it seams to break