Wheel turning formula

This is embarrising, years back I was animating a cars wheels using a formula to do it without me keyframing everything all the time. 
Unfortunatly when I had one (of many) past HD failures I lost the notes on the formula in question.
Its a simple enough formula and I used to use it a lot but I cannot remember now or find my notes on it, is anyone familar with this formula?

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,745

    What do youi mean? A relation between distance travelled and number of rotations? An ERC set-up for Poser or DS?

  • NorthOf45NorthOf45 Posts: 5,480

    The change in angle (radians) is the translation (let's say X) divided by the radius of the wheel. Multiply by 360 / (2*pi) to get degrees. The relation will always hold true no matter how fast you translate, so you will always get the proper rotation, assuming no slip.

  • MouserMouser Posts: 675

    Thats the problem I cant remember (damn my dementia) all I know is that it worked.

  • MouserMouser Posts: 675

    Found it in an old renderosity forum question I started, lord that long ago.

    Distance/((Pi*Diameter)/360)=degrees

    This was back when I was using Poser/Vue, I'll see if it will work in DS.

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