3dcheapskate opened this issue on Sep 13, 2021 ยท 20 posts
3dcheapskate posted Tue, 14 September 2021 at 4:44 AM
Thanks. Do you know what type of spline interpolation is currently used ?
I noticed a stupid mistake repeated on every falling edge of the sawtooth in my previous post which could explain why my result was still fairly wild on the second attempt.
I was assuming a cubic spline interpolation (i.e. 3 points, if I understand correctly) so I want three points in a straight line each side of each of the two repeating angles on the sawtooth. The three points with the angle at the centre point will still be a problem but maybe I can jiggle that to something reasonable once (if?) I get the main upslope and dropoff working more or less correctly.
They shouldn't be this:
valueKey 360 360
valueKey 360.002777777778 0.00277777777777778
valueKey 360.005555555556 0.00555555555555556
valueKey 360.994444444444 0.716666666666667
valueKey 360.997222222222 0.719444444444444
valueKey 361 1
I think they should be more like this:
valueKey 360 360
valueKey 360.002777777778 359
valueKey 360.005555555556 358
valueKey 360.994444444444 3
valueKey 360.997222222222 2
valueKey 361 1
And I've been wondering about the best way to test output of this - watching the numbers on the parameters tab dials isn't a good way. Maybe create a texture map showing the sawtooth and apply that, at the appropriate scale, to an appropriately sized groundplane, then use the valueOpKey sequence key/value to drive the xTranslation/zTranslation of a small red ball. The ball should follow the sawtooth. I think I'll give that a try.
The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident. And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU or something else.
*soon only to be available in two flavours - DAZ and Renderosity