Well I got into the Ship Rigging after my last post. But before going on I have to state that I suck at math, but, I am finding that it is not all that hard when it comes to using it with Maya. Trust me; if I can do it then a retarded dyslexic chimp could do it :) So what the hell am I so excited about now? Well I figured out something else that I never thought I would. Seeing that I never made it past algebra II in high school, when I got through setting up my spinSpeed for the engineering, I thought wouldn’t it be great if I could add an erratic spin control to rotate my outer ring in X and Z and not have to worry about animating in manually. So I modified Buzz’s expression and added X and Z and it would have worked great if I wanted it to completely rotate in those directions. Hmm I need to rotate up to a certain value then back down, like a wave would… Yeah a wave, a sine wave even.. hung? Where the hell did that come from???
Not sure how I knew that sine and cosine were wave patterns, but none the less I started to Google “Maya, expression, and sine). Bam! Just add a simple sin to the expression. After playing around with it for a while (which by the way it is cool as hell to be able to edit the expression and see the changes in real time) I came up with the following expression that I added to RotateY on my outer engineRing.
engineRing.rotateX = (shipControl.eraticSpin * sin(time * 5));
engineRing.rotateZ = (shipControl.eraticSpin * sin((time - 10) * 5));
I added the time – 10 to the rotateZ to offset its rotation a bit to give it more of a wobble. Anyway back to the Abduction.
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