Nice! The funhouse one is probably the best way to go about it. PROFESSOR, I see what you mean that your way can work at full speed as well.
What does the animation trigger do in this context? I've built it as written in the original post and it seems to work just as well without the animation box checked in either trigger.
Also, the speed the player is moving needs to be exactly right or the sliding object won't stop over the driving line. Am I doing something wrong or is that the only way it'll work?
Has someone made a video of this? I sort of get the idea, but have a little trouble tweaking it, I'd like to see someone's board in editor mode to understand better how people are setting this up.
I've tried this also and cannot get it to work properly. I actually tried to have the sliding object itself hit the second trigger to stop the physics. So it wouldn't matter what speed you were going, fast or slow, cause the physics would be turned off by the sliding object itself hitting the trigger. That didn't work either, of course! I also glued a small board to a part of the sliding object so when the sliding object hit the trigger the board would actual trigger off physics. This worked partially, my only problem was the sliding object never really just snapped to the line and stayed level it would always tilt a little. I will keep on trying this though. In that video it looks so clean and smooth, also he has sliding objects on both sides of the gap, its hard to tell but I wonder if somehow one of those plates are triggering the physics off for the other plate. Watch the video to see, Its "Board index » Trials HD » Announcements » Trials HD user created content showcase video" The part is at 0:48 into the vid, for those who don't know what I'm talking about.
I can't post the link cause I'm not active enough, this forum thinks I'm a bot.
You should now try making 1 plate keeping up with the player moving across 10 room sections!Originally Posted by PROFESSORBURNT![]()
I think I have found a better way to do this. The only problem with my method is that it will work flawlessly for every sliding object *EXCEPT* the last one.think this is how it's done in the showcase video also?)
Firstly, It seems that an object can not trigger it's own physics.
Here is how I did it:
First Sliding Object -
1) Place this away from the driving line, turn physics OFF and turn ON Lock to Driving Line.
2) Create a trigger with Physics ON, and connect it to the first physics piece. Place this trigger on the driving line, so your rider drives through it right before the *cliff* or edge that you are crossing.
Second Sliding Object -
1) Place this object right beside the first object. Turn Physics OFF and turn ON Lock to Driving Line.
2) Create a trigger with Physics ON. Locate this trigger in the air, where the FIRST sliding object intersects the driving line. Connect this trigger to the SECOND sliding piece.
3) Create a trigger with Physics OFF. Locate this trigger in the air, SLIGHTLY in front of the SECOND sliding object. Connect this trigger to the FIRST sliding piece.
That's it. Lather Rinse and Repeat as many times as necessary/desired.
The way this works, you as the rider trigger the first sliding piece. This piece zooms into position, and right as it hits the driving line, it triggers the second object.
The second object then immediately zooms into position, but a split second after it starts moving, it passes through the trigger that DISABLES physics on the first object, thus locking it into place.
Now you can understand that...
The SUCCEEDING object turns OFF the PRECEDING Physics.
The PRECEDING object turns ON the SUCCEEDING physics.
Therefore:
The first object must always be triggered ON by the rider (or another means)
And the last object must always be triggered OFF by the rider (or another means)
I've done this on a new track I am working on and it works literally flawlessly. The lock to driving line creates an insane amount of acceleration and the objects hit their mark in a fraction of a second, before they have time to wobble or anything.
If you need clarification I can try to take screen shots or something.
Nicely explained. I think I have a fix for your last sliding object you want to stop. Like you said, objects that are already linked to its owner (trigger) will not activate and apply the settings when the two touch.
On your last sliding object, glue to the underside and out of sight a small plank or small arrow sign. Set this object to physics ON. Now for the trigger the last sliding object passes, through set the trigger properties to physics OFF, and make the trigger point to only the original sliding object. When the last sliding object hits, it won't activate from the original sliding object but the board you glued to the underside.
Now, depending on where you glue the object to the underside you need to set the trigger position accordingly to keep the sliding objects in line.
That would definitely work. Thanks for the tip. I had thought about triggering it with the rider, but it would be difficult as the location would vary depending on rider speed. For the time being I had just left it to fall, which is probably undesirable.Originally Posted by smokin411
Its not the animation that stops the objects.... its the fact that physics is de-selected, witch means "physics off"
I have a track on youtube that has the moving platforms but i have done it differently to all previous posts. One post was similar (the one having trouble with the last piece) but the way i have it set up, the last piece is as easy as the rest to set up, no extra pieces glued to the platform. If you wanna see the track with it in it, its called "Trials HD Custom Track - Physics" by "Potaholic85"