Sticky Tires Expression

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 26/07/2003 at 08:57, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   7.000 
Platform:   Windows  ;   
Language(s) :   C.O.F.F.E.E  ;

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Im trying to figure out what the sticky tires expression would be for Cinema 4D.   in Maya, its simply this.
 
tire.rz = - (tire.tx * (360.0 / (2 * 3.1415)));
 
where  tire is the object name, rz is Rotate Z, and tx is Translate X. please help, as I will also still try to figure this out as well.

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 26/07/2003 at 09:13, xxxxxxxx wrote:

Probably something like this
var tire = doc->FindObject("tire");
var pos = tire->GetPosition();
var rot = tire->GetRotation();
tire->SetRotation(vector(rot.x,rot.y,-(Radians(pos.x*(360/(2*PI))))));
Though I guess the rotation values will be to big. So I would only use the position for a smooth rotation.
var tire = doc->FindObject("tire");
var pos = tire->GetPosition();
var rot = tire->GetRotation();
tire->SetRotation(vector(rot.x,rot.y,Radians((pos.x))));

THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 26/07/2003 at 09:22, xxxxxxxx wrote:

hmm, seeing your expression I guess this (360.0 / (2 * 3.1415)); is for the conversion between degrees and radians.
But it should be simply 180*PI, so tire.tx/180*PI for the conversion
In COFFEE Radians() is available for the conversion though