The primary way to vibrate an object is to translate or rotate using sin and
cos. depending on your model you could even damp the function over time.
#include "transforms.inc"
#declare damping = 5;
// no.s greater than 0 damp the vibration
// no.s less than zero excite the vibration
#declare frequency = 5;
#declare framerate = 25;
#declare frames = 100
#declare xvibrate =
distance*cosd(clock*360*(frames/framerate)*frequency)*pow(2.817,-clock*(frames/framerate)*damping);
Post a reply to this message
|