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bob h <omn### [at] charternet> wrote in message
news:3c1f9125@news.povray.org...
>
> If all your asking is for the way a typical vehicle rolls along on wheels
> attached to a axle then yes, pretty simple to do.
>
> You want the circumference of the wheel to match distance on the ground
> plane.
>
> (Radius*2)*pi=Distance
>
> Radius being POV units of the wheel, Distance being the movement of the
> whole car. So all you really are doing is finding that distance of travel
> via the wheel size. So when you put translate Distance*clock*x into the
Car
> object statement you get that amount of travel.
>
> Then for multiple turns of the wheel you simply add a extra variable for
how
> many times to turn it. Complete setup as follows:
>
<snip great scene>
>
> You'll need to put it all together as wanting, texturing and objects. I
> might have gone too far writing up a whole scene here :-) without
knowing
> for certain your question. It sounded like you either had trouble with
> origin rotations or motion along direction of movement. Hopefully this
will
> answer both things.
>
yes thats what I wanted, I think :-) just not sure how to use it...
All I really need is how to make the wheel turn around its center instead of
the center of the car.... I want to declare the axel as the center of the
wheel.I posted 2 example in the animation group.one without the wheels
turning, one with them turning. ignore the fact that the wheels are square
;-) sorry they run so fast.....
Gary
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