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continuous rotation
Posted by David Good on January 7, 2010 at 9:10 pmHello,
I’m new here and I couldn’t fine anything on how to do this. I have an object, in a large assembly, that I would like to rotate throughout the animation. Is there a way to keep the object rotating using xpresso? Rather than key framing from 0 to 360*X. Thanks-Dave
Josh Johnson replied 15 years, 6 months ago 5 Members · 11 Replies -
11 Replies
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Jeremy Allen
January 7, 2010 at 10:46 pmHi Dave,
I’m new to C4D as well, in fact I’ve only had the demo version for about 30 days now, but I think I can help with this..Make your object the child of a MoGraph object, such as fracture. Then choose MoGraph > Time Effector.
Click on Time Effector in the object manager. Now click on Effector in the Attributes manager for the Time Effector and drag your Fracture Object into the selection field.
If you hit play at this point, your object should be spinning, because the Time Effector has a rotation transform set by default under the parameter tab. Of course you can control which axis rotates. This also works for scale and position..
Hope this helps!
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8core MacPro, 3.0 GHZ, 10GB RAM, OSX 10.5.6AE CS3
FCP 6.0.1 -
Randy Johnson
January 8, 2010 at 7:27 am -
David Good
January 8, 2010 at 2:26 pm -
David Good
January 8, 2010 at 2:28 pmI also did this way and it worked fine, but what would I attach to speed up the spin? And is there any recommendations you would give to learn more about xpresso or MoGraph?
-Dave
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Jeremy Allen
January 8, 2010 at 6:15 pmYour setup looks right, but I’m thinking the time effector didn’t make it into the effector tab for your fracture object.. So click on the fracture object and then select the effectors tab. Drag the time effector down into the box and the cube should spin when you hit play. You can speed up the spinning be increasing the time effector strength.
For future reference, if you have the fracture object selected when you first choose the time effector from the mograph menu, the time effector should automatically be added to the effectors list.
Let me know if that still doesn’t work for ya.
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8core MacPro, 3.0 GHZ, 10GB RAM, OSX 10.5.6AE CS3
FCP 6.0.1 -
David Good
January 8, 2010 at 6:25 pmYup that was the problem, it seems to always be the simplest things. Thanks again.
-Dave
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Randy Johnson
January 8, 2010 at 6:31 pmThe Math Node is the speed control.
As you can see I have it set on multiply (default is ADD). Then you just input a number that is more than 1. 2 will be twice the speed so you will want a small number.
I generally connect a user data slider to math node so you can adjust on the fly./Randy
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David Good
January 8, 2010 at 6:35 pmThanks Randy for going more into that. I got that to work.
-Dave
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Adam Trachtenberg
January 9, 2010 at 7:29 pmGood learning exercise, but you don’t actually need Xpresso for this. Just keyframe some rotation (say 15 degrees over 10 frames), select the rotation track in the timeline, and in the Attributes Manager, change the “After” parameter to “Offset Repeat”. You’ll also have to change to KF interpolation to linear to keep the motion smooth.
Even easier: if you have MoGraph, create a time effector, set the rotation parameter to whatever you want, make the effector a child of your to-be-rotated object, and set the effector’s Deformer mode to Object.
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Josh Johnson
November 5, 2010 at 2:24 pmI am also needing something like this.
But I have a little catch. I need to be able to speed it up and slow it down to a stop. Like a gas pedal.From what I see the time effector does not allow for this if you keyframe the rotation to 0 or the strength to 0 then instead of stopping it reverses the effect until it returns to its original rotation.
I am thinking the solution is in xpresso tho not with the multiply node.
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