New Node - Oscillate - Set Range For Object To Rotate

Discussion in 'BBNodes' started by LBPToo, Sep 1, 2018.

  1. LBPToo

    LBPToo Avid Boxer

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    Oscillate Node: Allows you to set a range of rotation and the object will rotate back and forth within the range at the speed you set. You can set all 3 axes if you want/need to and the object will rotate in all axes set. A Speed and start/end angles must be set for it to rotate in that axis.

    Attributes:

    Speed: Set speed object moves between the range set in the following attributes;

    Start X Angle: Set starting point for rotation of the X axis.

    End X Angle: Set ending point for rotation of the X axis.

    Start Y Angle: Set starting point for rotation of the Y axis.

    End Y Angle: Set ending point for rotation of the Y axis.

    Start Z Angle: Set starting point for rotation of the Z axis.

    End Z Angle: Set ending point for rotation of the Z axis.

    Keep Start X Angle: With this checked, rotation will start from the original object's X direction and use that as the Start X Angle and add the range to get the End X Angle.

    Keep Start Y Angle: With this checked, rotation will start from the original object's Y direction and use that as the Start Y Angle and add the range to get the End Y Angle.

    Keep Start Z Angle: With this checked, rotation will start from the original object's Z direction and use that as the Start Z Angle and add the range to get the End Z Angle.

    Enclosed is the BBDOC, Test Oscillate Node, with the node in it so you can test how it works.

    NOTE: I have now added a bbasset to the enclosed zip file so all you need to do is drag the bbasset into your 3D World and it will create a new object in your object list with the node included. You can either use that object or copy and paste the oscillate node into another object.

    I’ve uploaded a video showing the node in action.






    Bill
     

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    Last edited: Sep 22, 2018
    ZackGriset, PLASSA and Jackazoid like this.
  2. PendingFox

    PendingFox Boxer

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    The Video is down
     
  3. LBPToo

    LBPToo Avid Boxer

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    Thanks PendingFox, it's working for me, is it back up for you?
     
  4. PendingFox

    PendingFox Boxer

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    Yep :/ here's the screen
     

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  5. PLASSA

    PLASSA Boxer

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    Damn you are just pumping these out!
    Amazing work LBPToo, keep it up!

    edit: thought you'd like to know that for me like fox, the video is also down
     
  6. LBPToo

    LBPToo Avid Boxer

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    Thanks PLASSA.

    Weird that it's down for both you guys and up for me. I'll put link here that should run it on YouTube. See if that works for you:

     
  7. LBPToo

    LBPToo Avid Boxer

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    Try it now. I had the rights wrong on YouTube.
     
  8. PendingFox

    PendingFox Boxer

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    Yep it works now in both OP and your pre-last post. Oh and looks great keep up a great work.
     
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  9. LBPToo

    LBPToo Avid Boxer

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    Update node: My report of the Y and Z parameters being reversed was wrong. It was a result of me not noticing(and still not understanding) that the X and Z axes are parallel to the grid and the Y axis is perpendicular, unlike Blender and what I'm used to, but the same as Unity, so there must be a good reason for it.. This was the source of my confusion. I have updated this node to take this into account. This also includes the oscillate and camera follow nodes.
     
  10. LBPToo

    LBPToo Avid Boxer

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    Here's a bbasset for the oscillate node. Don't know why I didn't think of this before.

    NOTE: The zip enclosed with the original post in this thread now contains this bbasset.
     

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    Last edited: Sep 22, 2018
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  11. mxstudios

    mxstudios Boxer

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    @LBPToo ,

    Does this.entity.rotation() work on a physics object? Or do I need to use AngularVelocity? I want to limit the roll to a max angle like you did here, but when using setAngularVelocity I can't seem to read the current angle. When I try and set the rotation, like you've done, it does nothing. I am assuming that's because I have physics turned on?

    The angularVelocity() api call returns the value it was set to, and not the current amount it has rotated.
    Thoughts?
     
  12. LBPToo

    LBPToo Avid Boxer

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    Correct, it does not work on a dynamic physics object. It should work on static and kinematic. Offhand I don't know how to do rotation on a dynamic physics object, but I'm sure you're going in the right direction(no pun intended) with angularVelocity.
     
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  13. mxstudios

    mxstudios Boxer

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    I’ve got the rotation part down, but can’t figure out how to find out it’s angle. Even if I could get position relative to ground it would help. But it doesn’t seem to work.
     
  14. LBPToo

    LBPToo Avid Boxer

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    I just play with the beginning and end point until I get the range where I want it. It's hard to tell exactly what you're dealing with without seeing it.
     
  15. Ahmad Naamneh

    Ahmad Naamneh Boxer

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    Its working on Y Axis only :( did i do anything wrong? here is my sittings Screenshot 2019-01-05 22.51.23.png
     
  16. LBPToo

    LBPToo Avid Boxer

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    Hi, I'll try to get some time to look at it but I'm swamped right now and can't look right away.
     
  17. LBPToo

    LBPToo Avid Boxer

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    I just tried it in my original test doc and it worked fine, then I looked at your screen shot and you don't have the attributes correctly set. You changed the speed of the rotation to the Z axis, but you didn't move the start and end Y axis values to the Start Z and End Z angle attributes. That should fix it.
     
  18. Ahmad Naamneh

    Ahmad Naamneh Boxer

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    Yeah, you right, now i understand that one, thanks for the helpful asset
     
  19. LBPToo

    LBPToo Avid Boxer

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    Sure, glad you can use it.
     

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