Re: Running in circle, The CrossProduct question

2014-07-04 Thread olivier jeannel

Hi Raffael,

Out of curiosity, do you have an example of how you work with angular 
velocity ? Never tried that before.
For example right now, I've built a tornado mostly based on 
CrossProduct. It's superb, but let's say the client want's it to turn 
faster, with a multiplied CrossProduct the particle will go away from 
the center (unless I add a vector to suck it back to the center 
(Centripetal) ).


With an angularVelocity, do I have the possibility to just make it spin 
faster ?



Le 04/07/2014 03:29, Raffaele Fragapane a écrit :
You introduced a magnitude to the velocity which will over time amount 
to further distance, but reasoned the problem out without that variable.

It would work if the velocity was infinitely small.

Multiplying that vector you pump into the velocity by an extremely 
small number should reduce the slingout, until you hit precision 
limits and you end up with an immobile object because the velocity 
drops to 0, but for the right combination of numbers it might stay 
subpixel for long enough to be artistically the result you want.


If you needed it for a practical application you would of course be 
better off rotating the vector around y instead, affecting angular 
velocity instead of linear won't compromise the system and will give 
you the result you want.



On Fri, Jul 4, 2014 at 4:21 AM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


Ah, thank's for clarifying this. Makes perfect sense.

Le 03/07/2014 11:34, pete...@skynet.be mailto:pete...@skynet.be
a écrit :

this does make sense to me, if I think of it as a rocket orbiting
a planet.
at each moment in time the rocket is pushing itself forward with
a linear force (the vector) - so it will tend to move from where
it is to where the force is telling it to go – in a straight
line, tangent to the circle you are after – but it already has
it’s current speed, so you don’t end up exactly where you are
pointing but a bit further out - leaving the circle a bit. The
next moment in time you are correcting with the new tangent
vector – so you are approximately following the circle.
if you want to get the perfect circle, you will need to add
another force, pulling towards the centre. ( check on centripetal
force: http://en.wikipedia.org/wiki/Centripetal_force )
in ice: subtract the pointposition from the center of the circle
and multiply by scalar to finetune – add this vector to the one
you have
In the example of the orbiting rocket I guess that would be gravity.
*From:* olivier jeannel mailto:olivier.jean...@noos.fr
*Sent:* Wednesday, July 02, 2014 10:00 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Running in circle, The CrossProduct question
Hi gang,

with my partner we were discussing crossproduct theory and I'm
not sure what to believe or think.

I was persuaded that the result of a Cross Product of a
PointPosition (x,y,z)  and a vector 0,1,0 plugged in a the
PointVelocity, would give a particle orbiting around 0,0,0
describing a perfect circle.

In fact, not exactly.

with simulation substep 1 I get this :


with simulation substep 10 I get this (but it travels much slower) :


So my question is :  Is this a problem of approximation from the
or the computer, and then the mathematical nature of cross
product is able to describe a circle.

or is this a normal behaviour, considering that the cross product
vector is pushing in straight line a particle and that it could
never describe a circle.







--
Our users will know fear and cower before our software! Ship it! Ship 
it and let them flee like the dogs they are!




Re: Running in circle, The CrossProduct question

2014-07-04 Thread olivier jeannel
Sorry, I re-red in one of my own old post that Angular velocity is RBD 
only..


Le 04/07/2014 11:33, olivier jeannel a écrit :

Hi Raffael,

Out of curiosity, do you have an example of how you work with angular 
velocity ? Never tried that before.
For example right now, I've built a tornado mostly based on 
CrossProduct. It's superb, but let's say the client want's it to turn 
faster, with a multiplied CrossProduct the particle will go away from 
the center (unless I add a vector to suck it back to the center 
(Centripetal) ).


With an angularVelocity, do I have the possibility to just make it 
spin faster ?



Le 04/07/2014 03:29, Raffaele Fragapane a écrit :
You introduced a magnitude to the velocity which will over time 
amount to further distance, but reasoned the problem out without that 
variable.

It would work if the velocity was infinitely small.

Multiplying that vector you pump into the velocity by an extremely 
small number should reduce the slingout, until you hit precision 
limits and you end up with an immobile object because the velocity 
drops to 0, but for the right combination of numbers it might stay 
subpixel for long enough to be artistically the result you want.


If you needed it for a practical application you would of course be 
better off rotating the vector around y instead, affecting angular 
velocity instead of linear won't compromise the system and will give 
you the result you want.



On Fri, Jul 4, 2014 at 4:21 AM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


Ah, thank's for clarifying this. Makes perfect sense.

Le 03/07/2014 11:34, pete...@skynet.be mailto:pete...@skynet.be
a écrit :

this does make sense to me, if I think of it as a rocket
orbiting a planet.
at each moment in time the rocket is pushing itself forward with
a linear force (the vector) - so it will tend to move from where
it is to where the force is telling it to go – in a straight
line, tangent to the circle you are after – but it already has
it’s current speed, so you don’t end up exactly where you are
pointing but a bit further out - leaving the circle a bit. The
next moment in time you are correcting with the new tangent
vector – so you are approximately following the circle.
if you want to get the perfect circle, you will need to add
another force, pulling towards the centre. ( check on
centripetal force: http://en.wikipedia.org/wiki/Centripetal_force )
in ice: subtract the pointposition from the center of the circle
and multiply by scalar to finetune – add this vector to the one
you have
In the example of the orbiting rocket I guess that would be gravity.
*From:* olivier jeannel mailto:olivier.jean...@noos.fr
*Sent:* Wednesday, July 02, 2014 10:00 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Running in circle, The CrossProduct question
Hi gang,

with my partner we were discussing crossproduct theory and I'm
not sure what to believe or think.

I was persuaded that the result of a Cross Product of a
PointPosition (x,y,z)  and a vector 0,1,0 plugged in a the
PointVelocity, would give a particle orbiting around 0,0,0
describing a perfect circle.

In fact, not exactly.

with simulation substep 1 I get this :


with simulation substep 10 I get this (but it travels much slower) :


So my question is :  Is this a problem of approximation from the
or the computer, and then the mathematical nature of cross
product is able to describe a circle.

or is this a normal behaviour, considering that the cross
product vector is pushing in straight line a particle and that
it could never describe a circle.







--
Our users will know fear and cower before our software! Ship it! Ship 
it and let them flee like the dogs they are!






Re: Running in circle, The CrossProduct question

2014-07-03 Thread peter_b
this does make sense to me, if I think of it as a rocket orbiting a planet.

at each moment in time the rocket is pushing itself forward with a linear force 
(the vector) - so it will tend to move from where it is to where the force is 
telling it to go – in a straight line, tangent to the circle you are after – 
but it already has it’s current speed, so you don’t end up exactly where you 
are pointing but a bit further out - leaving the circle a bit. The next moment 
in time you are correcting with the new tangent vector – so you are 
approximately following the circle.

if you want to get the perfect circle, you will need to add another force, 
pulling towards the centre. ( check on centripetal force: 
http://en.wikipedia.org/wiki/Centripetal_force )
in ice: subtract the pointposition from the center of the circle and multiply 
by scalar to finetune – add this vector to the one you have
In the example of the orbiting rocket I guess that would be gravity.






From: olivier jeannel 
Sent: Wednesday, July 02, 2014 10:00 PM
To: softimage@listproc.autodesk.com 
Subject: Running in circle, The CrossProduct question

Hi gang,

with my partner we were discussing crossproduct theory and I'm not sure what 
to believe or think.

I was persuaded that the result of a Cross Product of a PointPosition (x,y,z)  
and a vector 0,1,0 plugged in a the PointVelocity, would give a particle 
orbiting around 0,0,0 describing a perfect circle.

In fact, not exactly.

with simulation substep 1 I get this :


with simulation substep 10 I get this (but it travels much slower) :


So my question is :  Is this a problem of approximation from the or the 
computer, and then the mathematical nature of cross product is able to 
describe a circle.

or is this a normal behaviour, considering that the cross product vector is 
pushing in straight line a particle and that it could never describe a circle.




Running in circle, The CrossProduct question

2014-07-02 Thread olivier jeannel

Hi gang,

with my partner we were discussing crossproduct theory and I'm not 
sure what to believe or think.


I was persuaded that the result of a Cross Product of a PointPosition 
(x,y,z)  and a vector 0,1,0 plugged in a the PointVelocity, would give a 
particle orbiting around 0,0,0 describing a perfect circle.


In fact, not exactly.

with simulation substep 1 I get this :


with simulation substep 10 I get this (but it travels much slower) :


So my question is :  Is this a problem of approximation from the or the 
computer, and then the mathematical nature of cross product is able to 
describe a circle.


or is this a normal behaviour, considering that the cross product vector 
is pushing in straight line a particle and that it could never 
describe a circle.