HUD concentric circles V1

By telleropnul, June 30, 2020

Inspiration

 

#1:

https://www.shutterstock.com/video/clip-22888744

 

#2

I have attempted to create something resembling the above examples in 3D program Blender.

2D HUD objects flat on XY plane don’t look good in renders.  May need to solidify and view at an angle.

Source Files

concentricV1_001.blend
concentricV1_002.blend  Note: file was saved with [ / ] active. press [ / ] to see all.
concentricV1_003.blend
concentricV1_004.blend

 

Renders

1024 x 576 animated GIF.  Click to enlarge.

 

 

 

 

Notes

#  NUMBER OF FRAMES
#  ================
#  End Frame was set at 180.
#  Can be anything as long as you update value in expressions.
#
#  REVERSE
#  =======
#  Add a minus symbol (-) for opposite direction.
#
#  OSCILLATING ROTATION
#  ====================
#  #cos(frame*pi*2/180)*.1 +15
#  frame 0   = 0
#  frame 90  = max
#  frame 180 = 0
#  = 1 oscillation = period = 180 frames.
#  Change number 2 to 4, 6, 8, 10 etc.
#
#  Changing these does not affect perfect loop:
#  *0.1 = speed factor (0.01 to 10)
#  +15  = angle offset (0 to 360)
#
#  CONSTANT ROTATION
#  =================
#  #frame*pi/180
#  #frame*pi*2/180
#  #frame*pi*3/180
#  #frame*pi*4/180
#  larger values is slower speed
#
#  ANIMATED DISPLACEMENT
#  ====================
#  #cos(frame*pi*6/180)*2+8
#  *6 = frequency.  can be 2, 4, 6, 8.
#  *2 = speed.  can be anything.
#  +12 = offset.  can be anything.
#  
#  You can't increase range of oscillation
#  because 'cos' always returns 0 to 1.
#
#  You can do this though:
#  cos... + cos... + cos... + offset 
#  #cos(frame*pi*6/180)*2+cos(frame*pi*6/180)*2+cos(frame*pi*6/180)*2+8
#
#  You can even sum different frequency cos waves:
#  #cos(frame*pi*2/180)*6+cos(frame*pi*8/180)*2+2

You can use cos… + cos … to sum waves with different frequencies (note pi*2, pi*8 values) in this example:

#cos(frame*pi*2/180)*6+cos(frame*pi*8/180)*2+2

*6 and *2 are different amplitudes and +2 is an offset. 180 is simply the end frame.

 

An example showing sum of sine waves as if pi*2 and pi*6 were used. similar to sum of cos waves (flipped Y axis compared to sine wave)

Offset values simply move the graph up or down on Y axis.