Just made one you can add to the list if you'd like.
https://docs.google.com/drawings/d/1...Ts-XWPrXs/edit
do you need me to PM you my email address?
Has anybody figured out how to get a glued group to rotate in XYZ to position itself with the rider using OPE? I got it to work with a single object, where I could just send the rider's "Angle X","Angle Y", and "Angle Z" straight to the OPE's "Yaw", "Pitch", and "Bank" respectively. However, when I use a glued group, it behaves much differently. The glued group suddenly flips 180 and starts rotating the wrong way when the rider goes nose up or nose down past vertical.
I rotated the rider forward and backward from 0 to 360 degrees at a custom checkpoint respawn point, and noticed that the Angle_Y data source pointing at the rider's upper back follows the equation:
[code:1bbbvzm1]angle_y = -abs(angle_actual - 180) + constant[/code:1bbbvzm1]
Angle Y goes up from 90 to 270 degrees, then from 270 back down to 90 as the rider goes around the other half of the circle.
I've got the OPE's "Bank" value set up using the following equation, using the rider's "Up Y" value for the "±" operation:
[code:1bbbvzm1]angle_OPE_bank = 180 ± (constant - angle_y)[/code:1bbbvzm1]
"Angle_X" (Yaw) is rotating the group properly from 0 to 360 degrees like it's supposed to, and I think I've got the "Bank" working properly now, but "Angle Z" (Pitch) is still throwing it off, causing the object to hit a toggle position and flip 180 when the rider goes past vertical.
How do you rotate the pivot point?Originally Posted by bobozilla
I just took a look at the axes and switched the pitch and yaw around, so it's working now. Thanks, bobo.
I kind of liked it like this, though. It was pretty amusing![]()
http://www.youtube.com/watch?v=O7fpXZBaFFk
Hmm, that gives me an idea for a Silent Hill themed pyramid-head rider![]()
unfortunately you can't rotate the pivot, the only way to get it fixed in the correct orientation is to place the glue pivot object, rotate it as desired and then set the user setting (not mass or center) then place it, then reselect it, open its properties and start choosing members, this is the only way i have found to get it fixed in the correct orientation, even if mass or center is selected there after.
also
i OPE'd my helmet cam and had to do some awkward maths to get it corrected on the pitch, when the pitch rolls over through 90 or 270 it inverts the X and Z 180 degrees, this is because the world rotations are taken from quaternion rotations, so the conversion is a bit strange, but correct.
i may post my code, still working on a few ideas and also want to release more tracks 1st person, all the info you need is in the UP/Direction/Side normals of the object, very handy and solved the problem for me.