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Could use some help. This is the current script. Question underneath it.
ResetMaxFile #noPrompt SULengthofAnimation = 100 AnimationRange = Interval 0 SULengthofAnimation c = sphere name: "foo" radius: 5 c.position.controller = Position_XYZ () animate on for t in 0 to SULengthofAnimation by (.10 * SULengthofAnimation) do at time t c.pos.z += (.10 * SULengthofAnimation) ----<<--point of interest/problem for this question
How can I make c.pos.z NOT move 10 percent of Length of animation "everytime" which means it moves the same distance incrementally overtime(in this case 10 units move in z direction. Thats what this script so far does), BUT rather
moves incementally overtime based on the percentage that is AT everytime it moves.
For example
I want this to first move at (.10 * SULengthofAnimation) but
then move at c.pos.z = (.20 * SULengthofAnimation)-----which would be moves in z direction 20 units
then move at c.pos.z = (.30 * SULengthofAnimation)-----which would be moves in z direction 30
then move at c.pos.z = (.40 * SULengthofAnimation)-----which would be moves in z direction 40
then move at c.pos.z = (.50 * SULengthofAnimation)-----which would be moves in z direction 50
then move at c.pos.z = (.60 * SULengthofAnimation)-----which would be moves in z direction 60
then move at c.pos.z = (.70 * SULengthofAnimation)-----which would be moves in z direction 70
then move at c.pos.z = (.80 * SULengthofAnimation)-----which would be moves in z direction 80
then move at c.pos.z = (.90 * SULengthofAnimation)-----which would be moves in z direction 90
then move at c.pos.z = (1.0 * SULengthofAnimation)-----which would be moves in z direction 100
Now I could do it manually like I am doing here but I want to change the .10 to be like .01(1 percent) or smaller and I cant type that manually becuase it would be to much to do..so I need some kind of routine. Do I need to do a while loop instead of this or what? It should look like the sphere is accelerating over time. Thanks for any help.
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Solved! Go to Solution.