Hey guys, wondering if anyone can help.
I recently added my tutorial on controlling a vehicle using angular motors, and over the weekend I tried to apply it to a different vehicle.
The original vehicle I used it on was a car built out of the car parts in the editor. I wasn't trying to make a skill game, just testing the concept. The idea was to enable steering without the use of forces to push the car around. The force method is the most common as it is easier but creates its own set of problems.
The issue with having regular steering, is that the pivot point does not turn with the front wheels, so if you use a physics joint with 2 axis the wheel will turn to the side but continue to roll forward in the direction the car is facing.
I thought I'd found a way round this, by attaching the wheel on a full rotational axis to an axle, and then seperately attaching the axle to the car on a separate horizontal axis with limited rotation which controls the steering. This appeared to work well, however on closer inspection the wheel is still wobbling around, but because you can't see the wheels in the example car it looks ok. If you need to steer a vehicle where the wheels are visible it will look dodgy.
Does anyone have any ideas for a workaround, or know why this might be happening?
I've seen people have the issue before where you need to trigger an event with an object being moved by an OPE, but have problems because it's either outside the physics bubble or the animation is moving too fast to activate the trigger (ie: it passes right through the object during one tick).
I had the same issue on a track I've been working on and found a neat little workaround so I thought I'd draw up another tut:
Simulating trigger activation with objects being moved by OPEs
Added tutorial:
Moving the physics bubble
Just to add,that im fully commited to tutorials,but only once im more than familiar with it all..i need to thank my mate barry for explaining the whys and wots of the editor questions that i needed answering..also,its so true that once you make your first successful animation,you get the buzz to do more..ive learnt loads in the last few weeks,and am confident now to try things out myself...
so,i would say to people that are a bit worried that its hard work,learn the very basics as the rest will come easily...
I have some video and voice tutorials on youtube. Little bit different to what you guys are doing here but it might help! http://www.youtube.com/user/backlashgamez Thanks.
i've found an interesting function using the CDS
place a CDS and disable it, set the start and end to what ever you need, now set the duration to some really high number liker 1000 (resolution) and tie the offset to a VDS
now when you input a number between 0 and the duration to the VDS you get the interpolated value between start and end returned on demand
not sure why the CDS still calculates when disabled, but still a very handy function to have.