-
Keep rotation speed steady of a time remapped comp
I have a loop of a corridor of windmills moving towards the screen (scaling and position animated). Playing this loop it creates the effect that we are constantly driving down a road without actually setting up a long scene. Using the time remap I can simulate great acceleration.
This works fine if the windmill are still images but if I give them rotating wings they of course go crazy once I speed up the time remap of that loop. Maybe I ran into the limit of this animation approach but on the other hand there might be a way to read out the speed of the time remap and use it to factor down the windmill rotation in the sub comp. So the faster the time remap gets the slower the windmills turns. Resulting in a steady rotation of the wings. 🙂
Thank you for twisting your brain and sharing your expertise.
Cheers, Jochen
Sorry, there were no replies found.