TikZ-Roulette: Make animation more realistic












9














Consider the following MWE:



documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);

begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}

ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}

node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};

pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}

ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi

ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}

begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}

begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}

begin{document}
roulette{0}
end{document}


Here is the output:



enter image description here



I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:



How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.










share|improve this question


















  • 3




    I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
    – marmot
    7 hours ago
















9














Consider the following MWE:



documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);

begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}

ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}

node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};

pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}

ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi

ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}

begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}

begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}

begin{document}
roulette{0}
end{document}


Here is the output:



enter image description here



I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:



How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.










share|improve this question


















  • 3




    I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
    – marmot
    7 hours ago














9












9








9







Consider the following MWE:



documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);

begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}

ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}

node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};

pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}

ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi

ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}

begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}

begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}

begin{document}
roulette{0}
end{document}


Here is the output:



enter image description here



I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:



How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.










share|improve this question













Consider the following MWE:



documentclass[tikz]{standalone}
usetikzlibrary{backgrounds}
definecolor{filz}{RGB}{56,114,73}
%pagecolor{filz}
newcommand{roulette}[1]{
% pgfmathsetseed{3}
pgfmathsetmacrorandom{10*random(0,36)}
foreach n in {0,10,...,random}
% foreach n in {random,...,random}
{
begin{tikzpicture}
useasboundingbox (-.5,-.75) rectangle (3.5,2.75);

begin{scope}[scale=.25,shift={(-2,10)}]
foreach x in {1,...,3}
foreach y in {1,...,12}
{
pgfmathsetmacronumber{int(x+3*(y-1))}
pgfmathsetmacrotestnumber{int(mod(number,2))}

ifnumtestnumber=0
node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
else
node[scale=.25,text=white,fill,minimum height=1.01cm,minimum width=1.01cm] at (x,-y) {Hugenumber};
fi
}

node[scale=.25,text=white,fill=red,minimum height=1.01cm,minimum width=3.01cm] at (2,0) {Huge 0};

pgfmathsetmacrotesting{#1}
pgfmathsetmacrosecure{int(mod(int(testing),3))}

ifnumsecure=0
pgfmathsetmacroxpos{mod(testing,3)+3}
pgfmathsetmacroypos{-int(testing/3)}
else
pgfmathsetmacroxpos{mod(testing,3)}
pgfmathsetmacroypos{-int(testing/3)-1}
fi

ifnum#1>0
pgfmathsetmacroanothertest{int(mod(#1,2))}
ifnumanothertest=0
draw[black,thick,fill=red] (xpos,ypos) circle(.2);
else
draw[red,thick,fill=black] (xpos,ypos) circle(.2);
fi
else
draw[black,thick,fill=red] (1,0) circle(.2);
fi
end{scope}

begin{scope}[shift={(2,1)}]
foreach[count=xx] x in {0,20,...,340}
{
fill[red] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
fill[rotate=10] (x:1) arc(x:x+10:1) -- (x+10:.75) arc(x+10:x:.75) -- cycle;
draw[fill=white] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
draw[fill=white,rotate=10] (x:1) arc(x:x+10:1) -- (x+10:1.25) arc(x+10:x:1.25) -- cycle;
pgfmathsetmacronn{int(2*(xx-1))}
pgfmathsetmacronnn{int(2*xx-1)}
node[red,rotate=x,scale=.5] at (x+5:1.1) {nn};
node[scale=.5,rotate=x+15] at (x+15:1.1) {nnn};
}
fill[ball color=white] (n+5:{1-.05-(((1-2*.05)-.75)/2)}) circle(.05);
end{scope}

begin{pgfonlayer}{background}
fill[filz] (current bounding box.south west) rectangle (current bounding box.north east);
end{pgfonlayer}
end{tikzpicture}
}
}

begin{document}
roulette{0}
end{document}


Here is the output:



enter image description here



I know, that the numbers are not in the right order and that there is one number missing, but it's not important. My question is:



How can I achieve, that the roulette slice is rotating clockwise, while the ball is rotating counter-clockwise to the slice and that the both stop rotating, when the ball falls into a cell. The rotating should be just like in real life, i.e. the rotation is at the beginning faster than at the end.







tikz-pgf animations fun






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked 8 hours ago









current_user

3,1351435




3,1351435








  • 3




    I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
    – marmot
    7 hours ago














  • 3




    I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
    – marmot
    7 hours ago








3




3




I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago




I guess that this is more a question on the conversion (unless you are looking for an inline animation). Here you can read how one can compile to mp4. Whether or not it is possible to automatically change the speed of an mp4, I do not know, but you could afford many slides such that the effect can be achieved, which is probably hard with gifs which become really huge.
– marmot
7 hours ago










2 Answers
2






active

oldest

votes


















5














I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.



documentclass[tikz,border=3.14mm]{standalone}
begin{document}
pgfmathsetmacro{Frame}{0}
tikzset{declare function={tmax=100;
vmax=40;
rot(t)=(t/2)*(2-t/tmax)*vmax;}}
foreach Frame in {0,...,100}
{begin{tikzpicture}
foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
{
ifoddY
fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X] at (X:2.75){Y};
else
fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
node[rotate=X,red] at (X:2.75){Y};
fi
draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
-- (X+5:2.5) arc(X+5:X-5:2.5);
}
shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
end{tikzpicture}}
end{document}


enter image description here






share|improve this answer





























    5














    For the part of your question about the slowing down:



    A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.



    For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:



    documentclass{beamer}

    setbeamertemplate{navigation symbols}{}
    usepackage{tikz}

    definecolor{filz}{RGB}{56,114,73}
    setbeamercolor{background canvas}{bg=filz}

    begin{document}

    foreach n in {1,...,16}{

    begin{frame}[plain]
    foreach x in {1,...,insertframenumber}{
    includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
    end{frame}

    }

    end{document}


    enter image description here



    (sorry for the tiny image, the .gif would otherwise be too big to upload)






    share|improve this answer























      Your Answer








      StackExchange.ready(function() {
      var channelOptions = {
      tags: "".split(" "),
      id: "85"
      };
      initTagRenderer("".split(" "), "".split(" "), channelOptions);

      StackExchange.using("externalEditor", function() {
      // Have to fire editor after snippets, if snippets enabled
      if (StackExchange.settings.snippets.snippetsEnabled) {
      StackExchange.using("snippets", function() {
      createEditor();
      });
      }
      else {
      createEditor();
      }
      });

      function createEditor() {
      StackExchange.prepareEditor({
      heartbeatType: 'answer',
      autoActivateHeartbeat: false,
      convertImagesToLinks: false,
      noModals: true,
      showLowRepImageUploadWarning: true,
      reputationToPostImages: null,
      bindNavPrevention: true,
      postfix: "",
      imageUploader: {
      brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
      contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
      allowUrls: true
      },
      onDemand: true,
      discardSelector: ".discard-answer"
      ,immediatelyShowMarkdownHelp:true
      });


      }
      });














      draft saved

      draft discarded


















      StackExchange.ready(
      function () {
      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2ftex.stackexchange.com%2fquestions%2f467415%2ftikz-roulette-make-animation-more-realistic%23new-answer', 'question_page');
      }
      );

      Post as a guest















      Required, but never shown

























      2 Answers
      2






      active

      oldest

      votes








      2 Answers
      2






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes









      5














      I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.



      documentclass[tikz,border=3.14mm]{standalone}
      begin{document}
      pgfmathsetmacro{Frame}{0}
      tikzset{declare function={tmax=100;
      vmax=40;
      rot(t)=(t/2)*(2-t/tmax)*vmax;}}
      foreach Frame in {0,...,100}
      {begin{tikzpicture}
      foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
      {
      ifoddY
      fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
      node[rotate=X] at (X:2.75){Y};
      else
      fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
      node[rotate=X,red] at (X:2.75){Y};
      fi
      draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
      -- (X+5:2.5) arc(X+5:X-5:2.5);
      }
      shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
      end{tikzpicture}}
      end{document}


      enter image description here






      share|improve this answer


























        5














        I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.



        documentclass[tikz,border=3.14mm]{standalone}
        begin{document}
        pgfmathsetmacro{Frame}{0}
        tikzset{declare function={tmax=100;
        vmax=40;
        rot(t)=(t/2)*(2-t/tmax)*vmax;}}
        foreach Frame in {0,...,100}
        {begin{tikzpicture}
        foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
        {
        ifoddY
        fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
        node[rotate=X] at (X:2.75){Y};
        else
        fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
        node[rotate=X,red] at (X:2.75){Y};
        fi
        draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
        -- (X+5:2.5) arc(X+5:X-5:2.5);
        }
        shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
        end{tikzpicture}}
        end{document}


        enter image description here






        share|improve this answer
























          5












          5








          5






          I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.



          documentclass[tikz,border=3.14mm]{standalone}
          begin{document}
          pgfmathsetmacro{Frame}{0}
          tikzset{declare function={tmax=100;
          vmax=40;
          rot(t)=(t/2)*(2-t/tmax)*vmax;}}
          foreach Frame in {0,...,100}
          {begin{tikzpicture}
          foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
          {
          ifoddY
          fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
          node[rotate=X] at (X:2.75){Y};
          else
          fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
          node[rotate=X,red] at (X:2.75){Y};
          fi
          draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
          -- (X+5:2.5) arc(X+5:X-5:2.5);
          }
          shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
          end{tikzpicture}}
          end{document}


          enter image description here






          share|improve this answer












          I followed a slightly different approach from @samcarter's and just assumed that the angular velocity decreases linearly from some maximal value vmax to zero. Then I integrated the angular velocity to get an angle. Sorry, I had to shorten your code a bit to produce a gif that can be uploaded. Unfortunately, I do not know how to upload mp4 files, which can be produced as described in this other answer by @samcarter.



          documentclass[tikz,border=3.14mm]{standalone}
          begin{document}
          pgfmathsetmacro{Frame}{0}
          tikzset{declare function={tmax=100;
          vmax=40;
          rot(t)=(t/2)*(2-t/tmax)*vmax;}}
          foreach Frame in {0,...,100}
          {begin{tikzpicture}
          foreach Y [evaluate=Y as X using {10*Y+rot(Frame)}] in {0,...,35}
          {
          ifoddY
          fill (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
          node[rotate=X] at (X:2.75){Y};
          else
          fill[red] (X-5:2.5) -- (X-5:2) arc(X-5:X+5:2) -- (X+5:2.5) arc(X+5:X-5:2.5);
          node[rotate=X,red] at (X:2.75){Y};
          fi
          draw (X-5:2.5) -- (X-5:3) arc(X-5:X+5:3)
          -- (X+5:2.5) arc(X+5:X-5:2.5);
          }
          shade[ball color=gray] ({-rot(Frame)}:2.25) circle (1mm);
          end{tikzpicture}}
          end{document}


          enter image description here







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 5 hours ago









          marmot

          86k499183




          86k499183























              5














              For the part of your question about the slowing down:



              A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.



              For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:



              documentclass{beamer}

              setbeamertemplate{navigation symbols}{}
              usepackage{tikz}

              definecolor{filz}{RGB}{56,114,73}
              setbeamercolor{background canvas}{bg=filz}

              begin{document}

              foreach n in {1,...,16}{

              begin{frame}[plain]
              foreach x in {1,...,insertframenumber}{
              includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
              end{frame}

              }

              end{document}


              enter image description here



              (sorry for the tiny image, the .gif would otherwise be too big to upload)






              share|improve this answer




























                5














                For the part of your question about the slowing down:



                A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.



                For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:



                documentclass{beamer}

                setbeamertemplate{navigation symbols}{}
                usepackage{tikz}

                definecolor{filz}{RGB}{56,114,73}
                setbeamercolor{background canvas}{bg=filz}

                begin{document}

                foreach n in {1,...,16}{

                begin{frame}[plain]
                foreach x in {1,...,insertframenumber}{
                includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
                end{frame}

                }

                end{document}


                enter image description here



                (sorry for the tiny image, the .gif would otherwise be too big to upload)






                share|improve this answer


























                  5












                  5








                  5






                  For the part of your question about the slowing down:



                  A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.



                  For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:



                  documentclass{beamer}

                  setbeamertemplate{navigation symbols}{}
                  usepackage{tikz}

                  definecolor{filz}{RGB}{56,114,73}
                  setbeamercolor{background canvas}{bg=filz}

                  begin{document}

                  foreach n in {1,...,16}{

                  begin{frame}[plain]
                  foreach x in {1,...,insertframenumber}{
                  includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
                  end{frame}

                  }

                  end{document}


                  enter image description here



                  (sorry for the tiny image, the .gif would otherwise be too big to upload)






                  share|improve this answer














                  For the part of your question about the slowing down:



                  A simple solution would be to write a wrapper document that displays each page of your animation an increasing number of times.



                  For example if your animation creates 16 pages, the following document will show the first page one time, the second page two times etc. You could also use other functions, this linear function is just an example:



                  documentclass{beamer}

                  setbeamertemplate{navigation symbols}{}
                  usepackage{tikz}

                  definecolor{filz}{RGB}{56,114,73}
                  setbeamercolor{background canvas}{bg=filz}

                  begin{document}

                  foreach n in {1,...,16}{

                  begin{frame}[plain]
                  foreach x in {1,...,insertframenumber}{
                  includegraphics<+>[height=paperheight,page=insertframenumber]{document}}
                  end{frame}

                  }

                  end{document}


                  enter image description here



                  (sorry for the tiny image, the .gif would otherwise be too big to upload)







                  share|improve this answer














                  share|improve this answer



                  share|improve this answer








                  edited 5 hours ago

























                  answered 6 hours ago









                  samcarter

                  85.5k794273




                  85.5k794273






























                      draft saved

                      draft discarded




















































                      Thanks for contributing an answer to TeX - LaTeX Stack Exchange!


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      To learn more, see our tips on writing great answers.





                      Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


                      Please pay close attention to the following guidance:


                      • Please be sure to answer the question. Provide details and share your research!

                      But avoid



                      • Asking for help, clarification, or responding to other answers.

                      • Making statements based on opinion; back them up with references or personal experience.


                      To learn more, see our tips on writing great answers.




                      draft saved


                      draft discarded














                      StackExchange.ready(
                      function () {
                      StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2ftex.stackexchange.com%2fquestions%2f467415%2ftikz-roulette-make-animation-more-realistic%23new-answer', 'question_page');
                      }
                      );

                      Post as a guest















                      Required, but never shown





















































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown

































                      Required, but never shown














                      Required, but never shown












                      Required, but never shown







                      Required, but never shown







                      Popular posts from this blog

                      What visual should I use to simply compare current year value vs last year in Power BI desktop

                      Alexandru Averescu

                      Trompette piccolo