Weighted Directional Random Movement
Posted: February 3rd, 2014, 4:30 pm
I have a comp setup where I'm running some sims in Newton. Basically, it's a large ring as an outer boundary/boarder and then some smaller shapes on the inside. Those shapes on the inside have a large random drift applied to them . Currently, shapes that have starting positions near the edge of the ring are able to drift outside the bounds of that ring; in Newton, this results in them pushing up against it (as they are denied movement into those coordinates by the wall of the ring). It's an expected result, but it also can result in them continually pushing against it for the whole time of the sim, which is undesirable.
I'm wanting to find a way to weight the movement of those outer shapes, so that it's less and less likely that they'll continue movement in the outer bounds of the ring as they move those directions, and instead, be "coaxed" to randomly drift more towards the center of the ring.... make sense?
I've attached some pictures to try and illustrate the setup, current issue, and hopeful resolution (which seem to be appearing in reverse order). Thanks so much in advance, as this is a little outside of my abilities...
Cheers
Code: Select all
wiggle(.2,200)
I'm wanting to find a way to weight the movement of those outer shapes, so that it's less and less likely that they'll continue movement in the outer bounds of the ring as they move those directions, and instead, be "coaxed" to randomly drift more towards the center of the ring.... make sense?
I've attached some pictures to try and illustrate the setup, current issue, and hopeful resolution (which seem to be appearing in reverse order). Thanks so much in advance, as this is a little outside of my abilities...
Cheers