ICE: Speed, Velocity and circular motion

2014-12-06 Thread gareth bell
Hi guys,

Having an issue getting my head around this. 

I think I want to use the formula for circular motion on this one. 

I've got some particles moving around in a circular motion with their velocity 
determined by a circular curve. Using circleclosest locationpointtangentset 
velocity.

This works great however it's not moving the buggers fast enough. 

if I multiply it by a scalar it speeds up but the circle radius increases which 
is correct according to the maths, however, I don;t want this to happen. I want 
to keep closely to the circle radius but simple speed up the particles moving 
around it.

Any ideas?

G

  

Re: ICE: Speed, Velocity and circular motion

2014-12-06 Thread Orlando Esponda
Angular Velocity. Take a look at this video
https://www.youtube.com/watch?v=zAx61CO5mDw

On Sat, Dec 6, 2014 at 8:42 AM, gareth bell garethb...@outlook.com wrote:

 Hi guys,

 Having an issue getting my head around this.

 I think I want to use the formula for circular motion on this one.

 I've got some particles moving around in a circular motion with their
 velocity determined by a circular curve. Using circleclosest
 locationpointtangentset velocity.

 This works great however it's not moving the buggers fast enough.

 if I multiply it by a scalar it speeds up but the circle radius increases
 which is correct according to the maths, however, I don;t want this to
 happen. I want to keep closely to the circle radius but simple speed up the
 particles moving around it.

 Any ideas?

 G





Re: ICE: Speed, Velocity and circular motion

2014-12-06 Thread peter_b
This is normal behaviour.
the pointtangent is not giving a circular force/vector (that doesn’t exist) – 
it’s a straight vector, that is tangent to the circle. So at each simulation 
step, the particle gets moved a bit, away from the circle in a tangent 
direction. At the next step it gets the new tangent vector, which pulls it 
largely back in line and makes it move “roughly” in the circle.

Depending on the speed and the amount of steps in the simulation, the particle 
will describe the circle very precisely (and thus pretty much staying on it) or 
less precisely (and thus each time getting off the circle and ending up 
describing a larger circle.)
With a slow speed it’s a non-issue. With a higher speed you can try more steps 
in the simulation.

But you’re probably better off adding a force pulling towards the center of the 
circle to compensate for the radius getting larger. (vector between self 
pointposition and the center of the circle, multiply it by scalar and add to 
the pointtangent and then set velocity)
now tweak the scalar in “multiply by scalar” to find the amount needed to 
remain on the circle exactly.

From: gareth bell 
Sent: Saturday, December 06, 2014 3:42 PM
To: softimage@listproc.autodesk.com 
Subject: ICE: Speed, Velocity and circular motion

Hi guys,

Having an issue getting my head around this. 

I think I want to use the formula for circular motion on this one. 

I've got some particles moving around in a circular motion with their velocity 
determined by a circular curve. Using circleclosest locationpointtangentset 
velocity.

This works great however it's not moving the buggers fast enough. 

if I multiply it by a scalar it speeds up but the circle radius increases which 
is correct according to the maths, however, I don;t want this to happen. I want 
to keep closely to the circle radius but simple speed up the particles moving 
around it.

Any ideas?

G




RE: ICE: Speed, Velocity and circular motion

2014-12-06 Thread gareth bell
Of course!

Thanks chaps

From: pete...@skynet.be
To: softimage@listproc.autodesk.com
Subject: Re: ICE: Speed, Velocity and circular motion
Date: Sat, 6 Dec 2014 20:35:27 +0100







This is normal behaviour.
the pointtangent is not giving a circular force/vector (that doesn’t exist) 
– it’s a straight vector, that is tangent to the circle. So at each simulation 
step, the particle gets moved a bit, away from the circle in a tangent 
direction. At the next step it gets the new tangent vector, which pulls it 
largely back in line and makes it move “roughly” in the circle.
 
Depending on the speed and the amount of steps in the simulation, the 
particle will describe the circle very precisely (and thus pretty much staying 
on it) or less precisely (and thus each time getting off the circle and ending 
up describing a larger circle.)
With a slow speed it’s a non-issue. With a higher speed you can try more 
steps in the simulation.
 
But you’re probably better off adding a force pulling towards the center of 
the circle to compensate for the radius getting larger. (vector between self 
pointposition and the center of the circle, multiply it by scalar and add to 
the 
pointtangent and then set velocity)
now tweak the scalar in “multiply by scalar” to find the amount needed to 
remain on the circle exactly.


 

From: gareth bell 
Sent: Saturday, December 06, 2014 3:42 PM
To: softimage@listproc.autodesk.com 

Subject: ICE: Speed, Velocity and circular motion
 

Hi guys,

Having 
an issue getting my head around this. 

I think I want to use the formula 
for circular motion on this one. 

I've got some particles moving around 
in a circular motion with their velocity determined by a circular curve. Using 
circleclosest locationpointtangentset velocity.

This works 
great however it's not moving the buggers fast enough. 

if I multiply it 
by a scalar it speeds up but the circle radius increases which is correct 
according to the maths, however, I don;t want this to happen. I want to keep 
closely to the circle radius but simple speed up the particles moving around 
it.

Any ideas?

G