Ok, sorry for the double post....
So damping is 0.85 and k is stiffness value?
I will test it on my script this week end, thank you very much 
QUOTE(Joojaa @ 08/19/05, 03:13 AM)
I think the main problem is that ist invariably a simulation.based on velocity change/ movement.
So the expression would make little or no sense if you scrub back and forth. THere are many ways you coould do this tough. one of the easiest is touse particle goals for this. tha basic dea is that the object that follows has a bit of innertia behind it.
At simplest it could be expressed like this (its wee bit fof pseoudocode)
CODE
deltaPos=(targetObject.position-ladObject.Position);
ltargeObject.position=targetObject.position+somefunc(deltaPos);
Now for the func. wich traditionaly speaking is just the formula for a spring wich is mathematicaly expressed as f=-kx in thiscase the x is a vector pointing at taget so -k is defined as +k
so
CODE
deltaPos=(targetObject.position-ladObject.Position);
ltargeObject.position=targetObject.position+deltaPos*k;
where k is a constant from 0 to 1
Now in reality the force might not be totaly harmonical so you might want to use
CODE
deltaPos=(targetObject.position-ladObject.Position);
ltargeObject.position=targetObject.position+pow(mag(deltaPos),Exp)kunit(deltaPos);
This can create a more subtle or exagarated movemenet pow is just on fuction. you could use smoothstep or something esle instead as the function
now to make this look good it needs to be added with last turns velocity fro the inertia now multiply this with damping factor like above... sdame strategies apply
heres some tested code.
CODE
global float $moveX,$moveY,$moveZ;
if (time==0){
nurbsSphere1.translateX=0;
nurbsSphere1.translateY=0;
nurbsSphere1.translateZ=0;
$moveX=0;
$moveY=0;
$moveZ=0;
}
$moveXlast=nurbsSphere1.translateX;
$moveYlast=nurbsSphere1.translateY;
$moveZlast=nurbsSphere1.translateZ;
//0.3 is k
nurbsSphere1.translateX=nurbsSphere1.translateX+
$moveX+(locator1.translateX-nurbsSphere1.translateX)*0.3;
nurbsSphere1.translateY=nurbsSphere1.translateY+
$moveY+(locator1.translateY-nurbsSphere1.translateY)*0.3;
nurbsSphere1.translateZ=nurbsSphere1.translateZ+
$moveZ+(locator1.translateZ-nurbsSphere1.translateZ)*0.3;
$moveX=(nurbsSphere1.translateX-$moveXlast)*0.85//0.85 is the damping factor;
$moveY=(nurbsSphere1.translateY-$moveYlast)*0.85;
$moveZ=(nurbsSphere1.translateZ-$moveZlast)*0.85;
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