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Le_Forgeron <jgr### [at] free fr> wrote:
>
> what about creating the cylinder at the right position & orientation
> first ? (instead of creating it and moving it)
>
> tangent to spline Path1 at P is something like looking at P+epsilon.
>
> #local CurPoint=Path1(P);
> #local Soon=Path1(P+epsilon);
> cylinder { CurPoint+50*vnormalize(Soon-CurPoint),
> CurPoint+50*vnormalize(CurPoint-Soon), 1
> ...
>
> (assuming you want the center of cylinder on spline)
Thanks very much, I have tried this and I think that with a little tweaking it
will meet all of my requirements for both test scenes, and the animation as
well.
I think I will retain the use of a spline as well, as it will allow me to have
several shells in the air at the same time, especially with a shell flight time
of ~24 seconds.
Many thanks,
D103
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