1. #501

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    New tutorial added:

    Object information data delay filter

    Credit goes to Sparky for this one, I just drew it up. Used for making an object follow the same path as another object with a slight delay.
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  2. #502
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    @dasraiser:

    Your Looping OPE gun bullet tutorial's filter's operation should be "greater". I used your tutorial for an enemy shooting the game character, but I've found out that the travel distance and time is 1 tick less, so changing to greater instead of greater equals corrects this.
    thanks m8, just corrected, this is because the increment and test was being done after the OPE was calculated, making the final offset value reset before the OPE could use it.

    Originally Posted by JaminBen007
    New tutorial added:

    Object information data delay filter

    Credit goes to Sparky for this one, I just drew it up. Used for making an object follow the same path as another object with a slight delay.
    nice, this is the same sort of method snake games use
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  3. #503
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    @nannerdw:
    your single axis facing tutorial is horizontal axis, so if I want it to veritcal, what should I change?
    I tried mixing it with X/Y, Y/X, Y/Z, Z/Y with the OIDS, but it didn't work.

    edit: Now I used your two axis tutorial and I wonder why the vertical axis needs to be local?

    PS. @dasraiser: It worked very smooth and nice with your suggestion!
    I'm gonna make a tutorial for this!
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  4. #504

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    @nannerdw:
    your single axis facing tutorial is horizontal axis, so if I want it to veritcal, what should I change?
    I tried mixing it with X/Y, Y/X, Y/Z, Z/Y with the OIDS, but it didn't work.

    edit: Now I used your two axis tutorial and I wonder why the vertical axis needs to be local?

    PS. @dasraiser: It worked very smooth and nice with your suggestion!
    I'm gonna make a tutorial for this!
    you could add a glue joint and glue you object to it, this way you can change the axis of an object so you can use horizontal
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  5. #505
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    @nannerdw:
    your single axis facing tutorial is horizontal axis, so if I want it to veritcal, what should I change?
    I tried mixing it with X/Y, Y/X, Y/Z, Z/Y with the OIDS, but it didn't work.

    edit: Now I used your two axis tutorial and I wonder why the vertical axis needs to be local?
    I agree with sparkierjonesz about the vertical movement. I'd just use a glued object so that the axes line up with what's shown in that tutorial.

    Otherwise, I think you'd have to change the object position events from "Pitch" and "Yaw" to something else depending on how the object is oriented. Also, you might have to remove the Negative operator from the Y axis if the up/down movement ends up getting reversed.

    The way the axes in my tutorial are set up, it's basically like this:
    Global Yaw = Object sitting on a spinning platter. Global yaw is the platter's rotation angle.
    Local Pitch = The object tilts away from the platter's center as it starts to fall off, but it's still turning with the platter. Pitch is local, because its axis of rotation is turning along with the platter.
    Local Bank = The object is doing cartwheels while still rotating around the platter, like this.

    Don't think of the platter as being turned on its side, but rather the object is oriented differently on top of the platter.
    You'd only have to mess with the arctan2 operators if the object is moving like in the "Local Bank" example.
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  6. #506
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    What do you mean with glue joints to change axis?
    I don't understand it right.
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  7. #507

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    What do you mean with glue joints to change axis?
    I don't understand it right.
    When you glue objects together you have two options, usually you would highlight all the objects then select the "glue" option to stick them together.

    The other way is to spawn a "glue" icon ( I think it's in the common tab under physics, near where you find the physics joint) and stick items to it.

    Then what you can do, is align the glue joint to the axis you need, stick stuff to it and the axis will stay where they are, so you don't need to change any logic.
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  8. #508
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    OK,
    I think I understand now.

    Nannerdw, can you add to your single axis OPE tutorial the way, if I want it on vertical axis please. I have tried out to make it to vertical with the OIDSs and Yaw->Pitch but I couldn't get it right.
    btw, instead of horizontal axis, you described vertical! That's an issue!
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  9. #509
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    OK,
    I think I understand now.

    Nannerdw, can you add to your single axis OPE tutorial the way, if I want it on vertical axis please. I have tried out to make it to vertical with the OIDSs and Yaw->Pitch but I couldn't get it right.
    btw, instead of horizontal axis, you described vertical! That's an issue!
    I just want to make sure I understand this correctly. By "vertical" you mean like a gun pointing at an airplane as it passes overhead? That's going to require a new method, I think, so that the gun won't spin around 180 degrees when it passes vertical. Is the object that you're rotating aligned with the global xy or zy plane, or is it positioned at an odd angle?


    I thought of a good way to rotate an object at any arbitrary angle with vectors, but I'm still having trouble figuring out how angles work in the editor. There are data sources for angle, direction, side, and up, but I'm not sure what these actually represent.

    It says "Direction, side, and up are the object's orientation vectors." Is that like some common notation in 3d graphics? "X, Y, and Z" would make way more sense, IMO.

    I think it might be something like this:
    [code:1lft7k05] side(x)-> [xx, xy, xz;
    up(y)-> yx, yy, yz;
    direction(z)-> zx, zy, zz][/code:1lft7k05]
    Up is definitely Y, but I think I might have Side and Direction mixed up.
    I is confused

    Does anybody understand how to use rotation matrices? The fact that x and z are horizontal and y is vertical are really throwing me off, lol.
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  10. #510
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    hey nannerdw

    the Up, Direction, Side are the objects normal vectors to the world axis, in terms of computer graphics these are handy for simple lighting, if a surface is visible (eye to object vector dot normal<0 ) or calculating the distance to the object surface plane and so much more.

    in trials these represent the world rotational cosines to the world planes XY, XZ and YZ.
    i think:
    Direction is on the YZ
    Up is XZ
    Side is XY

    unscrambling these to form useful rotations in trials is quite difficult to do. i mostly use a simplified method, one day i may figure a nice method to find the full rotations.

    It says "Direction, side, and up are the object's orientation vectors." Is that like some common notation in 3d graphics? "X, Y, and Z" would make way more sense, IMO.
    totally agree.
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