Thread: keeping an object between 2 others with nodes?

1. keeping an object between 2 others with nodes?

Hello!
I'm trying to setup something that seemed extremely easy at first look (easy with expression et least)
Like keeping the hips between the two feet for instance.
Tried with the item infos nodes, distance from / to, dividing the result by 2, splitting the vectors to get the x / y and z separately... nothing works.
All I'm getting is the center mesh to move toward the last moving of the other objects.

Thank you

2. Where do you want it to make?
In Displacement Node Editor?
or
In Motion Node Editor?

Displacement Node Editor is working with deltas, relative offsets, from current position of vertex, to new position of vertex.
So you can't just take some item position, and plug to Displacement Input. Have to make them relative first.

ps. Often made mistake is forgetting about double clicking Item Info node to open panel and picking up item from drop-down list.
You have to use World Position, World Spot,
not Object coord space.

ps2. Show screen-shot of your node setup to discuss where is issue.. As always.

3. I thought of using the node motion for that...
Here is a screen from my lame attempts...

4. To calculate middle point between two vectors, positions of items,
take World Position (!), then add vectors together, Math > Vector > Add,
then use Math > Vector > Scale 0.5 (50%) (for example).

or use Tools > Mixer 50% opacity (don't bother that they're colors, not vectors, it's the same).

5. Ah ah! Works like a charm... of course, dividing by 2 or multiplying by 0.5 isn't going to split the vector by two.
Thank you for sharing your knowledge and bringing some light.
I didn't forget to post the video of the tentacle scene from the other post btw, I'm just away from my office for a week. I'll do It when I' back. (just feeling guilty)

6. of course, dividing by 2 or multiplying by 0.5 isn't going to split the vector by two.
middle_point = ( source_1 + source_2 ) / 2.0
or
middle_point = ( source_1 + source_2 ) * 0.5
or
middle_point = source_1 * 0.5 + source_2 * 0.5

f.e. source_1 = 10, source_2 = 100
10+100=110
110/2 = 55

7. yes, that's what I thought at first and tried with the vectors (both with scalar multiply and vector multiply, distance from / to and add vectors)... but It only moved the middle cube toward the one that was currently moving. Scale on the other hand works just as expected.

8. Originally Posted by marchermitte
yes, that's what I thought at first and tried with the vectors (both with scalar multiply and vector multiply, distance from / to and add vectors)... but It only moved the middle cube toward the one that was currently moving. Scale on the other hand works just as expected.
It works for me either way.

Originally Posted by marchermitte
yes, that's what I thought at first and tried with the vectors (both with scalar multiply and vector multiply, distance from / to and add vectors)...
Scalar multiply nor distance node should not be touched in this project!

You could use distance from first item to second item,
distance from first item to third item,
then divide 1st by 2nd,
and receive relative distance between them in 0...100% (1.0) range, use it as f.e. parameter to Gradient changing color of object how close it's to one item than to other item.

9. Originally Posted by sensei

You could use distance from first item to second item,
distance from first item to third item,
then divide 1st by 2nd,
and receive relative distance between them in 0...100% (1.0) range, use it as f.e. Parameter to gradient changing color of object how close it's to one item than to other item.
smart!

10. thanks, haven't had the use for it, always wondered how it was done though.

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