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.


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