I have a spaceship that my rider enters at the end of my track. I want to have the door shut (which is already working) and I want the rotors on the wings to spin. Then I want the whole thing to take off and fly into the distance.
This last part is what I'm having trouble with. I know how to move objects with curved events and whatnot. The problem is getting the ship (which is one glued together object) and the rotors to fly away in unison.
Now some details .. The rotors are fitted inside the metal rings and are a little bigger so they are clipping into the rings and I know they won't spin at all. My solution is to make 2 of them and position one just offset from the other and make them visible/invisible in tandem to emulate spinning through key frame animation. This should be as easy as making lights blink fast and I already have those on the wings and tail of the ship.
So, getting the one big ship, the 2 rotors on each wing, and the hinged door on the back of the ship to all take off and move in unison into the distance is my problem.
Thanks for all the help in advance!
Have you tried connecting all the parts using physics joints, keeping the joints disabled until you start the object position events? That might work.
what about turning collision detection of
and used a powered physics hings to rotate the blade
anyway you can create a second ope to follow the movement of the ship (you can add some math to put it in the right position)
That's a good idea turning the collision detection off. I haven't tried that. I worked on the door last night and haven't started on the rotors. I'll try it when I get home. If I can make it all work, my track will finally be done.
Played the track. nice work with the glass domes and particle work.Originally Posted by RustyBicycle
Enjoyed it.