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    Sticky Tires Expression

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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 26/07/2003 at 08:57, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   7.000 
      Platform:   Windows  ;   
      Language(s) :   C.O.F.F.E.E  ;

      ---------
      Im trying to figure out what the sticky tires expression would be for Cinema 4D.   in Maya, its simply this.
       
      tire.rz = - (tire.tx * (360.0 / (2 * 3.1415)));
       
      where  tire is the object name, rz is Rotate Z, and tx is Translate X. please help, as I will also still try to figure this out as well.

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 26/07/2003 at 09:13, xxxxxxxx wrote:

        Probably something like this
        var tire = doc->FindObject("tire");
        var pos = tire->GetPosition();
        var rot = tire->GetRotation();
        tire->SetRotation(vector(rot.x,rot.y,-(Radians(pos.x*(360/(2*PI))))));
        Though I guess the rotation values will be to big. So I would only use the position for a smooth rotation.
        var tire = doc->FindObject("tire");
        var pos = tire->GetPosition();
        var rot = tire->GetRotation();
        tire->SetRotation(vector(rot.x,rot.y,Radians((pos.x))));

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 26/07/2003 at 09:22, xxxxxxxx wrote:

          hmm, seeing your expression I guess this (360.0 / (2 * 3.1415)); is for the conversion between degrees and radians.
          But it should be simply 180*PI, so tire.tx/180*PI for the conversion
          In COFFEE Radians() is available for the conversion though

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