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slow path constraint to a stop

slow path constraint to a stop

Anonymous
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Message 1 of 5

slow path constraint to a stop

Anonymous
Not applicable
I'm having trouble figuring out how to add a control so I can slow down the motion of an object with a path constraint applied. I've attached a sample. There's a script controller on the percent track of the dummy path constraint. But if I reduce the rate to 0, the dummy returns to it's original position. What I'd like it to do is just come to a dead stop. I suppose I have to find a way for the script controller to 'remember' its current position, but I've tried with no luck - everything I try gives me circular dependencies.

Any help welcome.
Thanks
Mark

17223_ueapgn11gSExwRNIZrjO.zip

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Message 2 of 5

Steve_Curley
Mentor
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Your problem, I believe, is that you are (effectively) animating the Percent value - i.e how far around the circle is the dummy, so if the calculation results in 0 (or 100) the dummy will indeed be at the beginning of the circle. You can see that if you look at it in a Curve Editor. You might be better off removing the script and simply setting keys (on the Percentage) at appropriate points in time, then adjusting the curves accordingly - the maths needed to calculate the Percentage (distance) given that to slow it down the time taken must increase gets a bit hairy (calculus).

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 3 of 5

Anonymous
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Thanks.

I've managed to get it to slow down to a stop, but I'm getting a 'kick' when the deceleration turns on. What can I change in the script to straighten out that line at the beginning? Any idea?

I have multiple objects orbiting at differing speeds that I want to control with one single rate parameter. So I'd rather avoid keying it.

17230_nP2wmbgDtJtYA9pfNrT6.zip

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Message 4 of 5

Steve_Curley
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I can see what is happening, but I'm not sure how to correct it. It's all in the figures. You can see from the curve that rate is actually increasing - the slope of the curve is greate than the "steady state" preceeding it, so the dummy moves further in that first frame (151). Looking at the Percentage spinner, it shows the values moving by exactly 1% per frame, but on frame 151 the value jumps from 0 to 1.993 - almost double the distance in the same time - hence the kick. You need to adjust the figures so that that 1st frame (controlled by the slider) is as close to 1 as you can get it. If anything it should be less than 1 (by a fraction) but never greater or the dummy will speed up, not slow down.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 5 of 5

Anonymous
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Thanks. The attached file gives me linear out, but starts turning back when rate=0.5. If I could just combine the two ....

17241_bWO4CCaNDhKSChJDOQv6.zip

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