"Bald Eagle" <cre### [at] netscapenet> wrote:
> "jr" <cre### [at] gmailcom> wrote:
> > > Certainly I'd love to work out the logic of animating it, and doing something
> > > like a toothed belt or chain to run along gears or sprockets.
> > given knowledge of radius of A, and the number of degrees it revolves from one
> > frame to the next, it would just require to map that length of arc to B to get
> > the corresponding angle (not that I could actually do it).
> That's great for - one arc. Now picture 5 pulleys and you want to highlight one
> link in the chain and follow that around the whole system.
> It's sounds - excessive to do, but from an animator's standpoint - to give the
> viewer that visual cue with which to infer motion and direction... it makes a
> BIG difference.
I'm back. I glances over Eagles code. A lot of math there!
But I'm here to talk about the animated belt. I through away all my belt parts.
(pieces of prisms and lathes) and made a large mesh2 using the same variables
that where use to cut and place the belt parts. Now with UV mapping I can have a
different texture on each of the 6 faces of a belt.
While I was playing with the textures I can up with idea for that toothed belt.
Every where there is a space between the teeth move the vertex_vectors in that
area so that they are flush.
I haven't done a done a complete animation yet. But the plain belt should be no
problem, just translate late the textures. The tooth belt would have to be
remade for every scene.
Have fun! I have.
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