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 In need of a creative solution! Author Message
DRedshot
Senior Member

Posts: 373
Joined: Jun 2011
Reputation: 11
 Post: #11 RE: In need of a creative solution! another solution would be to create a model of the ring with the planet included, and do this for all three planets, so there is: Ring + Planet 1 Ring + Planet 2 Ring + Planet 3 Ring + No_Planets At first have the tablet spawned, and create three "Ring + No_Planets" on the tablet, then when the player uses item 'Planet 1' on a ring, set the interacted ring inactive, and replace it with "Ring + Planet 1" - simples Obviously create spin joints at the centre of each ring, so they rotate properly! I think this method would be quite easy to accomplish ( Only 5 models needed in total, 4 of them are almost identical ) and the rotation would be the most natural!
08-28-2011 12:51 AM
Acies
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Posts: 1,273
Joined: Feb 2011
Reputation: 54
 Post: #12 RE: In need of a creative solution! (08-28-2011 12:51 AM)DRedshot Wrote:  another solution would be to create a model of the ring with the planet included, and do this for all three planets, so there is: Ring + Planet 1 Ring + Planet 2 Ring + Planet 3 Ring + No_Planets At first have the tablet spawned, and create three "Ring + No_Planets" on the tablet, then when the player uses item 'Planet 1' on a ring, set the interacted ring inactive, and replace it with "Ring + Planet 1" - simples Obviously create spin joints at the centre of each ring, so they rotate properly! I think this method would be quite easy to accomplish ( Only 5 models needed in total, 4 of them are almost identical ) and the rotation would be the most natural! Good. This is actually the only possible way to do it. Since I have incorporated three wheels in one model I don't think the engine can distinguish between them. Using this I may actually salvage the model for some usage. To Jennifer: I'm using Maya. This model has caused much frustration for me. Almost angry I made it. ジ
08-28-2011 01:09 AM
Apjjm
Super Moderator

Posts: 444
Joined: Apr 2011
Reputation: 42
 Post: #13 RE: In need of a creative solution! Quote:AddAttachedProp: Doesn't work. The prop doesn't move around with the wheels. It should work fine. Any transformation (excluding scale) applied to the wheels in game is applied to the attached prop if: 1) The planets are attached non-central to a wheel entity 2) Each wheel is a separate entity (and not attached to the main wheel base) 3) You have set the arguments to the function correctly 4) Wheel ents have the correct body set in the main physics body custom var. It works fine with props attached to my katamari ball, which moves in all 6DoF. (This post was last modified: 08-28-2011 02:05 AM by Apjjm.)
08-28-2011 01:53 AM
Acies
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Posts: 1,273
Joined: Feb 2011
Reputation: 54
 Post: #14 RE: In need of a creative solution! Each wheel isn't a separate entity, which is why I have to make them so. Thought I could do some "awesome-advanced-triple-wheel-object", but that didn't work out for me. So I have to separate them first, but then I could do it O.o ジ
08-28-2011 02:06 AM
Apjjm
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Posts: 444
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Reputation: 42
 Post: #15 RE: In need of a creative solution! (08-28-2011 02:06 AM)Acies Wrote:  Each wheel isn't a separate entity, which is why I have to make them so. Thought I could do some "awesome-advanced-triple-wheel-object", but that didn't work out for me. So I have to separate them first, but then I could do it O.o There is only one "main" physics body per entity which is used for any attachments - if you didn't want to attach anything one entity is fine .
08-28-2011 02:41 AM
Acies
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Posts: 1,273
Joined: Feb 2011
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 Post: #16 RE: In need of a creative solution! (08-28-2011 02:06 AM)Acies Wrote:  There is only one "main" physics body per entity which is used for any attachments - if you didn't want to attach anything one entity is fine . If I didn't have to learn stuff by failing.. :/ I'd be invincible. ジ
08-28-2011 02:43 AM
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