Converting Polar coordinates in Euler Angles
Imagine you have scene, sun arising.
In center we have a rotation point ($PointRotate01) with [0,0,0] coordinate, and light ($Omni01) with [50,0,0] coordinate.
And $Omni01.parent = $PointRotate01
The light roll about world center, like the sun.
As issue we have array ARISE ANGLES.
arrayArise=#(0,1,2,…… 90)
I want make animation sun arising, use only ARISE ANGLES. In 0 frame, I have 0 degrees arise angel,
in 1 frame I have 1 degrees arise angel, ….., and so on.
I tray use Euler Angles.
--------------------------------------------------------------
for t=0 to animationRange.end do
(
sliderTime=t
at time t
rot_sun=eulerangles 0 t 0
animate on
(
rotate $Point01 rot_sun
)
)
--------------------------------------------------------------
Or
-------------------------------------------------------------
for t=0 to animationRange.end do
(
sliderTime=t
at time t
default=eulerangles 0 0 0
rot_sun=eulerangles 0 t 0
animate on
(
rotate $Point01 default
rotate $Point01 rot_sun
)
)
--------------------------------------------------------------
…. And getting strange result.
Help me ……
Comments
how about this
bga
One more question
If I have rotation point prt on X and Z axis simultaneously, how will bee find next part your script?
prt[3][2][2].track = float_script ()
prt[3][2][2].track.script = "-(degtorad F)"
reference in mxs help
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files...
"prt[3][2][2].track" is the shorter version of "prt.rotation.controller.Y_Rotation.controller"
bga
:)
It's simple just use instanced float script in both Y and Z track ei.controller
bga
Barigazy, glad to listen you
Can you explain me
'prt[3][2][2].track = float_script ()'
expression?
Is this prt[3][2][2].track some matrix?
Send me referense on MaxScript Help topic, one more time, please...
Andrey
One more....
Your variant is good when FRAME in animation = Degree
If I have the angels array AngelsArray=#(15, 26, 35, 15.7,....60) and in ferst key of animation, rotation must be AngelsArray[1], in
second key AngelsArray[2], and so on?????????
...
are you need method with script controller or method with animation keys?
bga
method with animation keys
bga
Barigazy, You ara RIGHT again.
Thak you vary mutch....