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?Originally Posted by MonkyCMonkeyDo Go to original post
That's great news thanksOriginally Posted by noobaroniNcheez Go to original post
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.Originally Posted by mutetus Go to original post
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 itThanks for taking the time to consider this issue too
![]()
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.Originally Posted by Barrybarfly Go to original post
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 etcOriginally Posted by Barrybarfly Go to original post
Absolutely no need to apologiseOriginally Posted by Barrybarfly Go to original postI 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
![]()
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 helpsOriginally Posted by MonkyCMonkeyDo Go to original post![]()
Oooh I see, that may help loads, Ill have to give it a tryOriginally Posted by BMXBandit777 Go to original postThanks so much!