Wheel on Spline Tut2 SIMPLE

OK I had you going with the previous Tutorial.
It is the mathematically correct formula to make a wheel spin. But it can be simplified.
As you can see in the Tut I use Pi twice, one to multiply and once to divide with, and that is useless.

Follow up:

Ok here we go again, take a spline and a cylinder in a Null. Align the null to the spline with the align to spline tag.
Drag the spline, the cylinder and de tag in the xpresso editor.
Now add a spline node and connect the spline to its object port and open the length port. Divide the result by the position of the Align-to-spline tag. The divide the result by the radius of the wheel (cylinder).
Connect the result to the rotation of the wheel.
That is it really !

wheel-on-spline-1

wheel-on-spline-1

The hardest thing is connecting the two images correctly :)

8 comments

Comment from: JoeLafrite [Visitor]
Great wheel and lovely orange circle Base.
you're my hero.
:-)
2006-01-06 @ 00:17
Comment from: Jasper [Visitor]
It works nie but I get an reverse rotation. I tried to invert the result before the rotation but that works only 3 frames. What did I miss?
2006-02-20 @ 00:42
Comment from: Webster [Visitor]
i get the same problem as Jasper...
2006-05-16 @ 04:21
Comment from: base80 [Member] Email
invert (-1) one of the scales of the wheel , or of the null containing the wheel
2006-05-16 @ 04:23
Comment from: Webster [Visitor]
Nevermind i got it, Jasper, just invert the values going into the divide function before they go in, (e.g do an invert on the Cylinder Radius and then put it into the divide).
2006-05-16 @ 04:24
Comment from: Rich-art [Visitor]
Or use a negate node beween the Matt:Divide and the Cylinder/wheel rotation P.
This will invert the output, so the wheel rotates the good direction.
2006-09-17 @ 20:05
Comment from: floe [Visitor]
the rotation of my cylinder is too fast, what am i doing wrong??
2007-01-15 @ 20:34
Comment from: floe [Visitor]
aahh sorry...found my mistake.

great tut!!
2007-01-15 @ 20:41

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