Your expression can be simplified. You're basically doing 2 / diameter but since diameter = 2 * radius the twos can cancel out. The simplified expression is -curve_length / radius * (eval_time / eval_max).
what is the radius. I got the error F-Curve with path 'eval_time[0]' cannot be keyframed, ensure that it is not locked or sampled, and try removing F-Modifiers.
For anyone trying to use a path and the calculate length isnt working go into edit mode, right click path and select set spline type to bezier, you may need to subdivide it.
I found this driver earlier but just couldn't make it work. It was a tiny but essential bit I missed, and you led me in the right direction. Have my gratitude & my sub!
Well presented, but of course, there is no subjectively "correct" way to roll a ball - the correct way is whatever works for your intended animation. But if you want to be anal about it, this is not the physically correct way to animate a rolling ball in any direction, because a ball does not steer itself around a path. There is no forward direction or orientation for a ball, it just changes its apparent rotation axis depending on the forces placed upon it, which is impossible to do in animation without using quaternions (or a physical simulation, which uses quaternions). I am surprised to see a "Curve Length" utility finally made its way into the interface. That is quite helpful.
This was exactly what I needed! Thanks! One question, afther you did all that can I still edit the curve at the end , like make it longer.. or do I need to update the curve length in the code again ?
Thank you very much. This helped me a lot in my university assignment. Although the accent was a bit hard to comprehend at times, it was clear and easy to follow. P.S. that cat behind you is absolutely adorable
When I click button to calculate curve lenght nothing changes :( If I make a new curve it can calculate it, but if I convert mesh to curve it cant. Any solutions? :(
@@natasha4695 The 2 comes from the fact that he didn't simplify the expression. He's doing 2 / (radius * 2) which simplifies to 1/radius. The negative comes from him using a positive 100 at the end instead of a negative.
This is the best way I could found, solved a big problem for me! Thank you sooooo much!
Your expression can be simplified. You're basically doing 2 / diameter but since diameter = 2 * radius the twos can cancel out. The simplified expression is -curve_length / radius * (eval_time / eval_max).
what is the radius. I got the error F-Curve with path 'eval_time[0]' cannot be keyframed, ensure that it is not locked or sampled, and try removing F-Modifiers.
-2*curve_length/diameter*(eval_time/eval_max)
thank you so much
I can't even find the Edit button at 7:43 on my blender
For anyone trying to use a path and the calculate length isnt working go into edit mode, right click path and select set spline type to bezier, you may need to subdivide it.
Good Teaching and Good Explanation every Details
I found this driver earlier but just couldn't make it work. It was a tiny but essential bit I missed, and you led me in the right direction. Have my gratitude & my sub!
thanks bro best tut ever
you just saved me from a lot of time calculating physics
really cool approach
Thanks for good lesson I got learned something
Thank you so much!! Just discovered your channel, awesome quality content! Love it
F-Curve with path 'eval_time[0]' cannot be keyframed, ensure that it is not locked or sampled, and try removing F-Modifiers."
help!
Thanks. Very very good explanation.
I have found that a division of 25 as the eval_max makes the ball roll smoother on blender 4.0
Well presented, but of course, there is no subjectively "correct" way to roll a ball - the correct way is whatever works for your intended animation. But if you want to be anal about it, this is not the physically correct way to animate a rolling ball in any direction, because a ball does not steer itself around a path. There is no forward direction or orientation for a ball, it just changes its apparent rotation axis depending on the forces placed upon it, which is impossible to do in animation without using quaternions (or a physical simulation, which uses quaternions). I am surprised to see a "Curve Length" utility finally made its way into the interface. That is quite helpful.
This was exactly what I needed! Thanks!
One question, afther you did all that can I still edit the curve at the end , like make it longer.. or do I need to update the curve length in the code again ?
Yeah, just update the curve length and you are set.
Thank you very much for this nice tutorial. I also like your cat ❤
Thank you very much. This helped me a lot in my university assignment. Although the accent was a bit hard to comprehend at times, it was clear and easy to follow. P.S. that cat behind you is absolutely adorable
I didn't know my accent was that thick hahaha!
Very nice Video. Thank you 🙏
THANKS, Great Tutorial, my Brother, and cute cats you have there. 🙏🏾
thanks man!
Can you make the curves anything
+1 for the cat
thank you!!
How it works with circle curve?
When I click button to calculate curve lenght nothing changes :( If I make a new curve it can calculate it, but if I convert mesh to curve it cant. Any solutions? :(
how did you get to the formula? Where does -2 come from? Halp!
I managed to get it to work, but would still give you a cookie if you tell me about -2
@@natasha4695 The 2 comes from the fact that he didn't simplify the expression. He's doing 2 / (radius * 2) which simplifies to 1/radius. The negative comes from him using a positive 100 at the end instead of a negative.
merci pour ce tuto. ça fonctionne bien ;)
can i use this for a circle path?
Yes a circle path will work.
why my ball is bouncing instead of peacefully rolling?
bigger balls , 'YEAHYEAH haha
Thx.
can't follow I'm distracted by the cute cat in the back
Thanks a lot I was able to make my music video with this video!! ruclips.net/video/WsPf2hbKNpc/видео.html