Hello, I'm new to these forums and to the trials editor. I've been working furiously on my first real track. I've watched a bunch of the tutorial videos and that has helped but I'm now stuck on what to do with something on my track. As you can see here in this picI have these giant robot arms. I'm trying to make the fingers on the arms close when the driver gets up there but I'm not having any success. I've tried using an object position event with curved data sources and physics hinge with little to no success. I'm trying to get the fingers to close like this
I'd really appreciate any help you guys can give. Thanks.
try using a force instead its in the general section glue it to a finger and activate when you want it to
it should work if you do it the right way and you can make the force stronger or weaker to alter speed
should work, have fun
if you are on xbox one check out this RACE CAR v4.2 it steers using force's and get powerd by it to
That's a really good idea. I never thought about just using force over something more mechanical. Thanks I will try this out.Originally Posted by pieter_vdbo Go to original post
I'm still willing to take more suggestions though just in case this doesn't work.
Directional force should work but you'll need a few physics joints in there too, 1 per finger if you just want the top piece of each to move.
Or just a physics joint and a physics event - targeted to the top piece - the top piece will then fall inwards under its own weight.
Edit: you may need to make the bottom finger pieces no contact so they don't interfere with the top pieces
Both physics joint or OPE with curve data sources will work.
For object position events use object glue and glue a finger. this object glue then be used as it's vector (or pivot). So if you target the glue pivot with the OPE, the pivot will be it's point of rotation rather than the usual default mass center of an object.
For physics joints just learning through trial and error is recommended, unless you have a specific question.
Hey guys. After the great help I got last week I thought I'd come back and ask for some more. So I have this issue with a new track I'm making. I have this part where the rider needs to land on top of a space ship. The ship is going to vertically take off, then go forwards. The issue I'm having is when it starts moving vertically, the Bike tires just start going through the ship. It causes the bike to go all crazy and most of the time makes the rider crash. When he doesn't crash on lift off. He goes right though the back when trying to move forward. Even though I have built a small clamp like slot the rider gets into. I've tried freezing the rider but he just goes right through everything after being frozen. I can't put physics on, on the object because you have to go through part of the map which it is on but not visible. I trigger visibility on a curved half loop which you use to get on top of the ship. So does anyone have any suggestions?.
Yeah, after watching the most recent redlynx twitch cast, I figured this out and tried using an area effect physics but it just sends the ship flying out of the screen. I tried hooking it up to a trigger and it didn't work. I'm trying to figure out a good way to get this to work but I guess I might not be able too. I might just have to to ditch it, which sucks.Originally Posted by sparkierjonesz Go to original post
I don't think sparkie meant using an area effect, just physics joints. You can attach a physic joint and let it move vertically upwards via motor settings using the slider type.
from around.2.40
I guess you can set the slider axis to double so you can move the object vertically and then horizontally.