I’m doing an animation that shows the assembly of an object, mostly with screws. I thought it would be “cute” to have the screws spinning while being inserted.
I used the actual pitch of the screws for the pitch parameter of the screws. Actually, I had to multiply the pitch (distance screw should move in each 360 degree rotation) by a factor of 1000, since my model is 1000x.
But, in some instances, the screw doesn’t spin in the video made from the animation or spins the wrong way. Several instances look OK.
I suspect the issue is like watching a wagon wheel spin in a movie. The model is sampled at 25 FPS, so if the spin rate is a multiple of that, it will appear to be stationary. Which way it appears to spin just depends on how the frame rate and pitch + translation interact.
Does this seem right?
I don’t really care if the spin rate for a given translation is correct–just want to see them spin the right way in the animation.
Has anybody else seen this? Anyone have a suggestion of what pitch to use (or TPI) to use? j Probably needs to be a function of the total distance the screw moves and FPS of the movie…