1. #11
    mutetus's Avatar Trials Developer
    Join Date
    Dec 2013
    Location
    The land of fin.
    Posts
    859
    Originally Posted by MonkyCMonkeyDo Go to original post
    Unfortunately this is with the ingame camera since when I test the track the rider falls straight through the floor, it isn't even an object just the desert floor.

    P.s. is there any way to not have to do the Image verification with every post here lol?
    What's the active object count (when you turn on the stats overlay and test the track)? Have you used terrain modifications? What's the size of the physics bubble?
    Share this post

  2. #12
    Originally Posted by noobaroniNcheez Go to original post
    It eventually goes away after a handful of posts. I think it was 10 or so for me iirc.
    That's great news thanks

    Originally Posted by mutetus Go to original post
    What's the active object count (when you turn on the stats overlay and test the track)? Have you used terrain modifications? What's the size of the physics bubble?
    I'm not with it so will have to check later on the active object count, no terrain modifications have been used whatsoever and I haven't altered the size of the physics bubble at all yet so whatever the standard setting is.

    It seems to stem from applying the physics joint to my object that was a selection of about 15 objects glued together. I systematically deleted them and once I dropped to about 6 objects in the glued group then the issue went away. I've deleted the concept for now and moved on from it, but it is saved so I can put it back in if you get any ideas on how to resolve it Thanks for taking the time to consider this issue too
    Share this post

  3. #13
    Is that glued group on teh driving line? If not, you can probably make them deco only and/or use an OPE to animate it instead of physics joints. This may help you with the issue if its possible. If you can explain what you're objective is in a bit more detail, it might be possible to come up with a solution that enables you to carry out the concept.
    Share this post

  4. #14
    Originally Posted by Barrybarfly Go to original post
    Is that glued group on teh driving line? If not, you can probably make them deco only and/or use an OPE to animate it instead of physics joints. This may help you with the issue if its possible. If you can explain what you're objective is in a bit more detail, it might be possible to come up with a solution that enables you to carry out the concept.
    No it was't, basically the object was a weapon that rotated to face the player as they went past. It works fine on a single item, just not a large group that is glued.
    Share this post

  5. #15
    Try doing it as decoration only and use OPE's to animate it. That may help and should also help with performance. Its a pretty good rule to follow for anything off the driveline, OPE's and deco only will always cause less performance issues than physics will.
    Share this post

  6. #16
    Originally Posted by Barrybarfly Go to original post
    Try doing it as decoration only and use OPE's to animate it. That may help and should also help with performance. Its a pretty good rule to follow for anything off the driveline, OPE's and deco only will always cause less performance issues than physics will.
    So how would you make the OPE track to make the object point directly at the riders position? I don't want a triggered event to make it turn a certain amount over a certain time, it needs to exactly point to the rider whether they go slow, fast, stop, reverse etc
    Share this post

  7. #17
    Thats a very good question and one that completely evades my knowledge at the moment. Either I'll remember today, look into it, or someone else will answer hopefully. Sorry. :S
    Share this post

  8. #18
    Originally Posted by Barrybarfly Go to original post
    Thats a very good question and one that completely evades my knowledge at the moment. Either I'll remember today, look into it, or someone else will answer hopefully. Sorry. :S
    Absolutely no need to apologise I appreciate you taking the time to throw ideas around. I think that maybe, using trigonometry on a combination of the X and Z axis that this might be possible to calculate values for the rotation of the object, on a straight track. I wouldn't have the faintest inclination towards trying to work it out on my non linear track though lol As such I've just majorly simplified my original object and am in this situation going to just use the physics joint and force combination as it gives reasonable results
    Share this post

  9. #19
    Originally Posted by MonkyCMonkeyDo Go to original post
    No it was't, basically the object was a weapon that rotated to face the player as they went past. It works fine on a single item, just not a large group that is glued.
    If you had a single object that worked, but the glued object doesnt its probably because as you glue stuff together the glue tool (yellow box) rotates. Once you have glued all the bits together get another object glue tool and go to select glue members then select the first glue tool, this will replace it with the new glue which should have normal xyz orientation. Depending on how you rotated the original single piece used you may still have to tweak it a little but this should make it easier. Hope this helps
    Share this post

  10. #20
    Originally Posted by BMXBandit777 Go to original post
    If you had a single object that worked, but the glued object doesnt its probably because as you glue stuff together the glue tool (yellow box) rotates. Once you have glued all the bits together get another object glue tool and go to select glue members then select the first glue tool, this will replace it with the new glue which should have normal xyz orientation. Depending on how you rotated the original single piece used you may still have to tweak it a little but this should make it easier. Hope this helps
    Oooh I see, that may help loads, Ill have to give it a try Thanks so much!
    Share this post