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Rotation conundrum
I am having some difficulty getting some objects to rotate a number of time and then decay so that the face of cylinder is exactly were I want it.
I made a slot machine with three dials in ProAnimator and I used 3 primitives of cylinder to be my tumblers. I mapped my own artwork onto the tumblers and through trial and error I figured out at which rotation each of my faces comes up.
Cherries appear at a 140 degree mark
Bells at a 60 degree mark
Bar is at 0 and 360 degree mark
Seven is at 290 degree mark
Company Logo is at 225 degree mark.In order to spin real fast I need to rotate a number of times in a short period (basic physics)
Is there a simpler way then through trail and error to determine how many rotations make a large number?
I figured for the company logo face in order to get 4 rotations I need to be 1665, 6 rotations 3464. It becomes cumbersome when I try to create decay. I’ll make a new pose before my final rotation, go up a bit in the final number. Make another pose, have that go down from the final number. It just doesn’t look as nice as I would want it.I keep adjusting transition ease amounts and testing my renders over and over again. There has to be a better way. If I set up a Pose action and just set the rotation of a full circle, does that rotate from my start point and continues a in the number of rotations?
Any help is much appreciated.