Itoo Software Forum
Forest Pack => Forest Pro (*) => Topic started by: George on January 24, 2018, 07:51:17 AM
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Could I get a hand with this? It isn't quite doing what I expect.
vector currentPosition = fpItem.position;
vector currentRotation = fpItem.rotation;
real angle = currentRotation.z;
vector rotationVector = [cos(angle),sin(angle),0];
fpItem.position = currentPosition + (rotationVector * 1) * min(Max.time, 0);
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Hi,
First let me mention, that the current animation time is being measured in ticks - 4800 ticks per second. Depending on your frame rate you'll get the corresponding value for one frame (when using the default rate 30 FPS, one frame corresponds to 4800/30 = 160 ticks).
Please describe more in detail, how the final effect should behave.
For example, to move it on the Z axis you can use the following expression:
fpItem.position.z = min(Max.time/160, 0);
Thanks in advance for any further comments.
Best regards,
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It should move -1m along its forward vector, which i'm trying to get from the rotation. The effect i'm trying to achieve is cars on a road, and if i move them back 1m and turn motion blur on for my still image it looks like they're moving. It doesn't matter that they're not moving along the road - moving backwards looks good enough.
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Hi,
I'm afraid, these position changes of distributed items will not have any effect on the motion blur calculation, but you can animate the Custom Object for these purposes.
I would suggest you apply to your Custom Object a XForm modifier and animate its Gizmo > movement on the X axis (instead of animating directly Position/Rotation/Scale controller of the Custom Object as Forest takes control over this during scattering calculation). The Animation > Follow Geometry mode should do the trick (the motion blur should be calculated as supposed when using Forest's Animation modes).
Hope that helps.
Best regards,
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Ok good to know, thanks.
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I tried doing this but the cars don't animate in the forest object. I turned on Animation->Follow Geometry and turned off Animate only at render time to check it in the viewport. Obviously I checked the render too!
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Hi,
Please find attached a sample scene showing the advised approach (tested with the V-Ray / Corona renderer). Hope you'll find useful.
Best regards,