Hey, thank YOU for going through the trouble to figure this out step by step. This is how I can immediately debug the problem (I don't exactly have to dig the code myself, but I do it just for fun) and pass it on to the code experts.Originally Posted by dasraizer Go to original post
Edit: And yeah, you can use two-input operators as well, I just used N-input in the example to make it more clear. I don't normally use them myself in complex things because they may need one tick to update.
Simple example of using the rotation matrix to get coordinates for a point at certain distance away from a rotating object, like a meter above the bike or something:
https://docs.google.com/drawings/d/1...it?usp=sharing
Video showing a cube rotating around its pivot and the X, Y and Z values changing over time:
niceOriginally Posted by mutetus Go to original post
is there also an easy way to make an object always face another object in
i've been using a camera workaround so far if its in 3d(only 1 axis isn't hard with a few datasources)
or maybe even a way to for example create an airplane rotor that follows a moving plane(all directions)
something that moves around a local axis but that is "fixed" on a rotating body without using physics
if we combine these two we would have our "animation joint"
What.... you guys already have a built in rotation matrix........Originally Posted by mutetus Go to original post
AAHHHHHHHHHHHHHHHHHHHHHHH..................... I wish I had know about this sooner. For "HERO - Rising" I had to create my own rotation matrix, and it nearly crashed the game.
Good grief. I should really take a second look through those data sources.....
- PneumaticBog484
Not sure if it's in there or not. But how do you get the color of a light to change? Not the material color, but the light color itself. You can't hook up the color, to the vector data source. Since colors are coded with 3 variables my first thought was to use the vector data source, set one vector to the start color, and one vector to the end color. But regretably It doesn't work. Does anyone know how to get this to work?
Hello!
Here is a link to my Tutorial for separating bound controls. --> https://docs.google.com/drawings/d/1...it?usp=sharing
I hope this helps everyone who was wondering, and any Skillgame maker who needs it! I'll also add this to my Editor Tips/Tricks thread, and probably post a video later. I'm also working on a tutorial for having a head follow the rider, like in my Oceanus track.
Thanks for reading,
- PneumaticBog484
Hi, been awhile since i've done any docks, shame on me :P
kicking things of with a way to rotate an object or glue group, effectively changing the pivot location and thus its center of rotation.
Translate-Rotate-Translate, if you feel the need for creating an overlay minimap.
Hello again!
Here is a link to my Tutorial for having an Object Always Look at another object --> https://docs.google.com/drawings/d/1...it?usp=sharing
(It is similar to the Titan following the Rider in my Oceanus track). I'll also add this to my Editor Tips/Tricks thread. If anyone has any more request for Tutorials I'd be happy to try and look into it.
Thanks for reading,
- PneumaticBog484
nice doc pnematicbog, got to love arctan2, makes life simpler
i've added a template to the base folder of the tutorials list, you should be able to open and make a copy to your drive.
if you didn't spot it, the coloured rings around an object red, green, blue are yaw, pitch and bank respectively.
(although technically it should be rotate on Y, rotate on X and rotate on Z)