-
Junior Member
Want to learn more complex OPE's (Planes flying at random positions/angles, etc...)
I understand how to use Object Position Events but I can't seem to find the info I need to get the effects I have been looking for. I see it done in tracks but need help, it's getting very frustrating.
I would like to know how to make an object like a custom plane fly thru the track at random heights and angles that can use the bullet fire effect. I'd also like to know how to make those ramps where it looks like a wheel turns and a ramp raises or lowers in sync with the turning of the wheel. The new Jam Contest track Dues EX Machina has an awesome effect with the ramps that move and fold that I can't seem to figure out too.
I think I'm just trying to do too many things at once but I have looked thru the Google Docs tutorials and all over the internet and most of the forums and still can't find the answer I'm looking for. If anyone can help I'd greatly appreciate it. I have a lot of tracks saved but I'm waiting for Fusion so I can rebuild and improve them in a new editor. I just want to get in some more animations practice before Fusion so I'll be ready to go on release day. Thanks and good luck to all you Jam Contest finalists!!
-
Senior Member
for the plane glue the effect to the plane and just use local coords where one muves it along the x axis to make it move forward and you tie the angles to a vds ( set event add stick values)
the deus ex track might have used physics because you drive on them instead of ope
you just need to ope the different parts of the animation to the global location of your objects and then add the extra rotation you want (move the centerpoint of for example the arms to where you want the joints to be after that you just need some local or global rotation to make them wave
you have to be carefull if you want it to rotate "the base body" because you need to account for that in the arms too
also know that if you ope something to a global point you'll always have a tick of lag(but that can be compensated by math, common sense when its earsier or hide it with clever design
-
Senior Member
You can still drive on OPE'd things, they're just more complex to animate. If you glue a Dummy box to the end of it and get it's XYZ coords with a Data Source, you can then OPE the next part to follow those coords.
-
Junior Member
Thanks for the info guys I'm gonna play around with it later on. I just gotta practice more but thanks for all the tips. I'll let you know how it all turns out.
-
Member
Iv found that if your driving on an object that is currently moving because of an OPE you will end up going thru the object. The quickest impulse you can send is .016 of a second. So the problem happens when the object is transitioning to its next location. It might only be a cm away but it would seem that the object in transition vanishes then comes back. So in transition your bike drops when the object is gone and is in its path when it comes back. Now this all depends on how fast the object is moving. The faster the speed the bigger the gap between each tic.