2
$\begingroup$

So I'm modeling a crawler vehicle for a snowy scene and I want to create animable tracks for it. I've used Geometry Nodes and a curve, which I've resampled and I've instanced the tiles of the track on the center of each edge (because instancing on the vertices would have caused the tiles not to fit on each other). But I can't figure out how I can rotate each tile along its edge. I've tried different methods, and here are my current set-up and result.

Thanks by advance

Current GN set-up Current result

$\endgroup$
2
  • $\begingroup$ You don't actually need "Curve to Mesh" here, as you can use the normals/tangents of the curve directly. Incidentally, there are already a number of answers to this question here. Please use the search function on this website. $\endgroup$ Commented Aug 2 at 19:14
  • $\begingroup$ Related: blender.stackexchange.com/questions/216395/… $\endgroup$ Commented Aug 2 at 21:23

1 Answer 1

3
$\begingroup$

Good rotations need 2 axes.

Result

So we're going to use "Axes to Rotation" to make a rotation where:

  • The plane's X follow the edge direction
  • The plane's Y follow the world Y

Nodes

Alternative using curve tangent

This does almost the same thing, but there is some interpolation that makes the angle start a little earlier and end a little later:

Nodes with tangent

$\endgroup$

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.