I saw the blender studio use the scaling method as well and I still don't fully understand. Would you say that initially your velocity is in the units "units per frame". Then when you scale with Delta time you're changing it to "units per second"? I think I need to write this on paper to fully get my head around it.
Think about it this way: If your velocity is 10 meters per second and Your Animation is running at 10 frames per second so each frame is 1/10th of a second - this is delta time So in 1/10th of a second, you only want to move 1/10th of the distance you would have in one full second. So if you multiply your 1-second distance by the fraction of a second each frame is, you get the distance you would travel in that fractional second.
Great stuff. I now understand why scaling by Delta Time will yeild a similar result at different frame rates. One thing I don't understand is why you then scale it again before going into the Transform Geometry Node. Hasn't this amount already been scaled in the previous step, and won't scaling it again just make it artificially slower (I get that it will be relative to the FPS still, so won't cause any real problem)?
You do it again because otherwise you're working in different units. The input is independent of what is added. Otherwise you're adding apples to oranges. You'll get a nice fruit basket, but not a great pie 😂
Having gone back and rewatched it, I now understand the reasons. So I suppose wherever you're manipulating any values inside a Simulation Zone, you should really scale by Delta Time otherwise you'll get unpredictable results, especially when changing frame rate. 🤔
maybe you can do a nice tuto on starwars hyperspace thang when the spaceships go from hyper speed to almost not moving
this was helpful thanks !
I saw the blender studio use the scaling method as well and I still don't fully understand.
Would you say that initially your velocity is in the units "units per frame". Then when you scale with Delta time you're changing it to "units per second"?
I think I need to write this on paper to fully get my head around it.
Think about it this way:
If your velocity is 10 meters per second and
Your Animation is running at 10 frames per second
so each frame is 1/10th of a second - this is delta time
So in 1/10th of a second, you only want to move 1/10th of the distance you would have in one full second. So if you multiply your 1-second distance by the fraction of a second each frame is, you get the distance you would travel in that fractional second.
@@JohnnyMatthews thank you so much ❤️ this helps a lot
Great stuff. I now understand why scaling by Delta Time will yeild a similar result at different frame rates. One thing I don't understand is why you then scale it again before going into the Transform Geometry Node. Hasn't this amount already been scaled in the previous step, and won't scaling it again just make it artificially slower (I get that it will be relative to the FPS still, so won't cause any real problem)?
You do it again because otherwise you're working in different units. The input is independent of what is added.
Otherwise you're adding apples to oranges. You'll get a nice fruit basket, but not a great pie 😂
@@AshFrankArtenjoyed the explanation, but I'm still not convinced!
@@zboy303 you need to scale both the units coming into the sim from the outside, as well as those being brought over from the previous frame
Having gone back and rewatched it, I now understand the reasons. So I suppose wherever you're manipulating any values inside a Simulation Zone, you should really scale by Delta Time otherwise you'll get unpredictable results, especially when changing frame rate. 🤔
@@zboy303exactly!