In a part of my track i want a car to crash into the rider, so obviously the car needs to have contact with the rider, atm im using an OPE which animates the car but is there a way to use OPE's and physics joints, so that the OPE coodinates the Physic joint, or will i have to stick to an unrealistic death scene or try and use physics joints by themselves (which suck)-i don't exactly know how to profesionally use physics joints.![]()
I wouldn't use a physics joint, if I had to use physics for something like that I'd use a directional force attached to the car. Then of course you've got the physics bubble to contend with and that comes with a whole new set of problems.Originally Posted by LitTlExJeZuZ
I did the same kind of thing with an OPE in one of my tracks, what I did was to have a hit trigger on the car going to a bike part detach event, linked to every bit of the bike. Then when the car hits the bike flies apart and the whole thing looks much better, so maybe give that a try.
I agree with Ben. But if your still thinking of using a physics joint with the OPE then yes it is possible. I created a helicopter with joints for the propellors to carry the rider and it is moved by OPE. But again i think Bens way works better for what you want. Good luck!![]()
Another option... You could attach dummy object to the car using a physics joint, then set the dummy as the target for the OPE.
ope and physics joints can combine but you'll see the physics kinda lag behind a bit