1. #1

    Getting multipul objects to work via OPE

    Hey guys,

    Got a bit of a problem making something via my OPE's. Ok so I want to make a bird sweeping out of a tree and gliding across a river, I managed to get the bird to fly via ope and then the wings on a follow the body, and got the wings flapping, the main problem is when I try to turn the bird, the wings don't turn with the body as I thought it would, do I need to turn it relevent to how it's position in any way at all?

    I do have a clip on my account but it's going straight at the moment, with the wings flapping, I just need the wings to turn with the body. Surely I am missing something.

    I made the bird out of custom made objects and the wings but it's only a temporary base to practise with as for now. Keen to learn more on the editor and making cooler animations.

    Thanks for reading.
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  2. #2
    IImayneII's Avatar Senior Member
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    I'm currently making a setup where I'll probably need to do the same, was thinking of just avoiding turns but since you want the same setup I'll make one for it. Will update probably by tomorrow. Most likely you just have to fix/set their rotation and link it depending on the setup
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  3. #3
    Well they do it in the latest dlc on that track that has a number 9 in it with the fire fly bug, it goes around while the wings flutter at the same time. Same kind of principle, but I would of thought an OPE on a follow would work but the body turns just without the wings locked to the sides. Which kinda makes it harder but if I don't learn then I can't make a cool animation. I have it set just straight but going at an angle so it doesn't turn the body. But it looks too plain for me... I want to get it to swoop out then turn and come into the scene like it's more realistic.
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  4. #4
    Originally Posted by NovaDarkStorm Go to original post
    Well they do it in the latest dlc on that track that has a number 9 in it with the fire fly bug, it goes around while the wings flutter at the same time. Same kind of principle, but I would of thought an OPE on a follow would work but the body turns just without the wings locked to the sides. Which kinda makes it harder but if I don't learn then I can't make a cool animation. I have it set just straight but going at an angle so it doesn't turn the body. But it looks too plain for me... I want to get it to swoop out then turn and come into the scene like it's more realistic.

    I think you just need to get a seperate setup for the wings. I gues you are using global coordinates?
    I think if you want to have a more realistic approach you got to test it a lot and work with the angles. Maybe these two vids will help you?

    They are tutorials about multipath ope's made by HairyCabbage(john)

    part 1

    part 2
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  5. #5
    Unfortunately if I was to do this I would end up with the same problem as it still uses an OPE as the main source, I would still need a follow up event, but that's handy for other things I could make in future.

    I do have already a seperate one for the wings, they work fine, I can get it to follow the body fine. It's just when the body turns, the wings don't turn with the body.

    Say like I want to the bird to travel a long then turn in mid flight, the wings would stay following the body but not turning with it. The wings would stay in the first position it was in because it's only on a follow, it doesn't change it's position with it's body posture, but I still do have the wings flapping.

    It's hard to explain without a video I guess, but I have 3 OPE's working on the same full object, just the wings are attached via a follow set up.
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  6. #6
    Originally Posted by NovaDarkStorm Go to original post
    but I have 3 OPE's working on the same full object, just the wings are attached via a follow set up..
    So if I understand it correctly, you have the body that is linked to an ope and 2 ope's for the pair of wings(made of 2 objects?) i assume? So the wings follow the body after turning but they dont do it in a realistic manner? Hard to understand too without video. . Im guessing from your explanation, the wings only follow the position? Not rotation?(bank, pitch, yaw)
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  7. #7
    Yeah the head, body and tail have all been glued together, each wing is seperate but they are glued also cause I have made it all custom, just as if it was a sphere and 2 planks. I have the wings on a follow object as you would the rider, either I am using the wrong layout and should be using a position tool or something then that could be the problem. I've seen other players make some cool colossal figures in the BCC4 thing they made, but I prefer to make smaller objects as it would fit the theme better for mine, it's not all this fantasy stuff. Maybe one day but need to grasp this first. I used to just use 1 OPE and turn everything bit by bit, similar to the multipath but more code work down the line. Realistic animation.

    But yeah the 2 wings I need to be like fixated on the sides at the same time loose so it can flap and glide. I have got it flapping like I said and the easy part will be doing the rest of the coding, I just think there is an easy way to use a follow option. Maybe I missed a tool card to help me rather than use vectors or X Y and Z with OPE's on a follow. I'll look into it more, I took a break from the editor the past 2 days so I can get some composure back.
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  8. #8
    This should work Locally but Global rotation can change all 3 axises for a simple rotation. But I think this is the gist of the solution .

    You need to add the rotation of the body into the rotation of the wings. So if the body pitched forwards 90 degrees, so would the wing.
    If the body banks left by 45 degrees, the wing must first also bank left by 45 to stay in line with the body. Then add or subtract degrees to make it flap up and down.
    To make the wings follow the body, simply add 2 Dummy boxes into your body group where the wings would attach, then adjust the glue Pivot point of the wings to where they would join with the body. Now OPE each wing to the Vector Position of each Dummy.

    I suppose you could fake it by adding invisible wings already in the upper and lower-most rotation of the wing, then Vector Curve the wings' rotation to match theirs.

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  9. #9
    Have you worked it out with jolans help?
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  10. #10
    Jolan's got the best idea for it for sure but I am having trouble selecting the dummy objects, even though I have them miles away from where I am trying to select them. It keeps selecting the chain pieces I have at the tail end of the bird. So I might try something else, maybe a chain link itself in the air and glue it and make that invisible. Good thinking though.

    Thanks for all the help you've provided.

    I want it some what how they got the fire fly in Adelopedia 9 I think the track is called, they have it zipping around with the angulars in place without effecting the wings by the look of it.
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