11/13/2022 0 Comments Autodesk our solar system![]() ![]() ![]() I will eventually post the finished expression when it is completed and perhaps the scene file or a tutorial. So, in summary there is still quite a bit of information to be figured out but this should get you started. Also the rotations of each planet is not included. Right now they are set up to just be far enough apart so there are no intersections between planets and so the orbits of each planets moons don't intersect. The distance from the Sun has also not been addressed. None of the orbits are on their true elliptical paths, for now they are just circles. I haven't got to all the moons yet either. I based all the orbits on Earth's so that if sin(time) and cos(time) = 1 Earth year all the math for the other planets is derived from that. The math is not completely accurate in this expression but some things are accurate to scale. SetAttr particleShape1.particleRenderType 2 Very easy.this bit of mel will create a simple scene showing the trig controling particles and also objects without instancing.instancing is not really required, but good pratice.the idea is to just add up the orbits.so moon's orbit is just it's position around earth plus the earth's position.Ä®xpression -s "float $orbitRad1 = 5.0 \r\nfloat $orbitRad2 = 2.0 \r\anslateX = $orbitRad1 * sin(deg_to_rad(4*frame)) \r\anslateZ = $orbitRad1 * cos(deg_to_rad(4*frame)) \r\anslateX = anslateX $orbitRad2 * sin(deg_to_rad(16*frame)) \r\anslateZ = anslateZ $orbitRad2 * cos(deg_to_rad(16*frame)) " -o pSphere1 -ae 1 -uc all ÄynExpression -s "vector $vec1 = > \r\nif(particleShape1.particleId = 0)\r\nparticleShape1.position = $vec1 \r\nif(particleShape1.particleId = 1)" -rad particleShape1 ![]()
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