I just got thinking, if you want to record controller values for the bike, do you just need to change the OIDS to the GVDS and the OPE to the bike control event?Originally Posted by JaminBen007
Then, what lean values do I need to set, because there are 129 (something like that) values? 129/3=43?
to keep it synced up blaster use the Game Object Info source for the controller values and store these in place of the Get Object Position/Rotation.
and yeah its an odd number for multiplying the pad values up to the +-127 , means you need a two input set to divide 127 by 3 =42.333333 and use this to multiply the stick values.
Sorry to drop in like this but i would like ask a question:
How would i animate 2 objects which are connected?
To put it into an example, a saw arm which is rotating down while at the same time a saw is rotating while moving with the arm, like the massive minnng rig on "Pump it up" on RoD.
Im pretty sure i've been told before but i didn't understand this new technical language, is there a simple way?
Don't apologise that's what this thread is for.Originally Posted by LitTlExJeZuZ
If you animate the arm first of all, and get that working the way you want. Then glue a dummy object to the arm where you want the pivot point of the saw blade to be.
Then get a vector info data source set to position and target the dummy object and use the co-ordinates in the OPE for the blade, set to global.
Then use local settings for rotational movement in the same OPE.
Hope that's what you wanted.
JaminBen, I got a problem about you object information delay filter. I want to make something similar with sparkierjonesz's track, where a dummy rider follows.
Strangely, if I have the vector size at 500, it works perfect, but if I change the size to 180 (3 secs), and the impulse delay+2 generic filters to 179, something odd happens:
1st, the object waits 3 secs as it should.
2nd, the object starts to follow the rider as it should, but
3rd, after 3 seconds again, the object just stuck nonstop in the rider's head.
Don't know why this happens or it's just a bad day for the editor.![]()
The size of the vector does not dictate the delay, it's the delay ticks in the delay filter that do. It sounds like you haven't reduced the delay filter ticks to 179 to match the vector. Your filter comparison values will also need to be 179.
thanks, I just realised that I can still let the vector size at 500 and shorten the delay. Funny if you have the 2 generic filters, impulse delay at 179 and the vector size at 180, that the odd thing will happen, but at delay 499 and size 500 not and 179 and 500 also not,Originally Posted by JaminBen007
I had reduced the delay ticks to 179, so, it's just funny.
I want to make a trials track this time!![]()