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Senior Member
Please help! Car and wheel OPE [SOLVED]
Please can anyone give me some advice?
I have a car I want to move with OPE (simple enough) but I want the wheels to be on a separate OPE so they rotate AND follow the car in the right position.
Getting the wheels to rotate is easy enough, but moving them with local x makes them spas out as the rotation is changing the axis.
Trying to use world OPE instead kinda worked but it doesn't track properly.
Using physics joints to attach the wheels to the chassis kinda works but they lag behind the car so is not viable either (plus I don't want to use physics for this).
The problem is the way glue works. Once glued that becomes the point the OPE interacts with, so I can't glue the wheels to anything other than each other.
If anyone has any ideas please share!
This seems like there should be a simple solution I am missing but I am pulling my hair out over it.
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Senior Member
Re: Please help! Car and wheel OPE
You finally back to building?
I don't have time to try and help, but I'm sure someone else can. If not Ill try and give some help tonight buddy.
But you'll have to use a separate OPE for each tire because using the same OPE will make them move opposite because on tire will be 180 opposite.
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Senior Member
Re: Please help! Car and wheel OPE
Yeah I'm trying to do something that I've had in my head for months but this is holding me back.
Even separating the wheels individually doesn't work. As soon as I rotate the wheel the axis are constantly changing so another OPE to move it conflicts badly.
I thought I might be able to use a dummy as a centre point to move the whole lot forward while another OPE rotates the wheels but it's a no go.
To move a set of stuff with OPE it has to be glued. If I do it this way the wheels rotate but don't move while the dummy does move.
It's driving me bonkers! I don't want a car scooting down the road with the wheels permanently locked! Detail is everything!
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Senior Member
Re: Please help! Car and wheel OPE
To be honest, in my track New Jarrsey I just moved the car and not the tires. No one noticed/said anything. Doesn't look too bad. You cant even see the tire spinning anywho lol Yea don't glue the tires or use dummy. Separate OPE will be your best bet.
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Senior Member
Re: Please help! Car and wheel OPE
It's for a close up shot of the wheel though that's why is should rotate.
If all else fails I'll have to settle for a car sliding down the road but it will be the biggest annoyance ever when I have to watch it.
Grrrr.... Bloody editor is so quirky!
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Senior Member
Re: Please help! Car and wheel OPE
Glue 4 dummy objects on every four wheel centers with the car. Then animate every wheel's global coordinates to it's dummy objects, also 4 OPEs.
Now here is the question, do you want to move the car straight-only or with curves.
If straight, rotate the wheels at its local X/Y/Z rotation.
If curves, move the rim side of the wheels locally only with 1st OPE, then, the 2nd OPE must be global X axis rotation only and take the global X value of the car/a dummy, and add offset value if necessary.
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Senior Member
Re: Please help! Car and wheel OPE
do you want the wheels to turn seperatly from the car like for taking corners? or does the car take corners? because in both cases it will become very hard to make it work
anything that isn't just 1 axis rotation is hard
2 methods exist to make ope movement easier
-offsetting the gluejoint(can also be used to change the rotation axis in the direction you want)
-using a camera where you want the joint to be and use the angles from that camera in your ope
another thing that can help you is creating a dummy car made out of dummy objects 1 for each seperate joint you want and ope all your parts too that dummy cars global positions
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Senior Member
Re: Please help! Car and wheel OPE
I already tried the mixture of global and local rotation but for some reason the wheels didn't track exactly the same as the car (maybe because the car is moved with local x ?).
Thanks for the tips though guys. You're kindness is appreciated.
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Senior Member
Re: Please help! Car and wheel OPE
if you take the global coords from the dummy it will lag a tick or so behind so best let the main body also use the dummy to make it lag behind the same ammount
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Senior Member
Re: Please help! Car and wheel OPE
I've now redone everything with global OPEs and now nothing moves at the same rate. It's like there is an inherent delay between the OPEs so having multiple ones is not the solution. I even used the same impulse trigger split between all OPEs so they were on the same clock and that doesn't make a difference.
Also the various parts don't end up exactly at the end vector so wtf is up with that?
I'll just go with a static wheeled car. I've wasted hours trying to figure this out!