[Bf-committers] animation time scaling
alex mole
nal at blueyonder.co.uk
Sat Apr 9 01:22:04 CEST 2005
Seems like there isn't a correct answer, more of a need for a
"TimeScale" option somewhere. (That would presumably need to be a ratio
of frame time to simulation time)
bjornmose wrote:
> Hey all, ... hum .. where to start ..
> ton wanted me to do a *simple* interface for softbodies, like giving
> frequency and amplitude as user control ( not worrying on spring
> constants 'n stuff )
> (((yep ton .. 've got an elephant's memory too :) )))
>
> well i don't know if I am fightin windmills again,
> but:
> Havinig softbodies following phyisical laws in 'real' time some funny
> things will happen right now:
> As we all ( should ) know a pendulum == 1 mass point allowed to move on
> a circle ( with radius R ) having a gravitaional constant G defines a
> clock with
> frequency omega = sqrt(G/R) ,
> the same as period = 2 * PI * sqrt(R/G).
> So IMHO this shoud hold over changing frame rates in *real* time.
>
> Observation: all other time dependant processing (AKA IPOs, key frames,
> actions) is done 'frame based' --> changing *speed* with changing 'frame
> rate'
>
> any suggestions on that? (calling theeth,lukep,b-ix !)
>
> BM
>
>
>
>
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>
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