1. #1
    noobaroniNcheez's Avatar Senior Member
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    Help with some animation logic please?

    Alright, hopefully someone can help me out here. Basically, what I have works, but not exactly how I want and I'm sure there is an easier way than the mess of tiles I've created.

    This pic basically shows what I want to happen:

    I have some random objects at A. They travel a straight line and once they hit B, I have the OPE shut off and physics turn on. Right now I have it all set to turn on by a trigger but I think I'd rather have it loop if I can figure it out. I'd also like to stick in a color variation to the objects at A so each time through their loop, they are a different color.

    Anyways, here's what I have so far:

    *Click for larger size*
    It seems to work for the most part. Sometimes when the trigger gets activated for the first time when testing, when the objects are supposed to drop down at B, it seems they just sit there. If I reset back to the checkpoint, it works fine. Not sure what's going on there.

    Anyone care to give me some tips/hints? This is probably the most complicated animation I've attempted. So any help for my noob self would be appreciated. lol
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  2. #2
    dasraizer's Avatar Senior Member
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    Hi

    it looks like your curved data sources need to be disabled and turned on at the same time as the interval triggers, i see your turning them off after the delay is reached.

    also you can remove the 1st splitter, take the impulse for the animation start and send it to just one state event on that's targeting all the intervals (plus the curves)
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  3. #3
    noobaroniNcheez's Avatar Senior Member
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    Originally Posted by dasraizer Go to original post
    Hi

    it looks like your curved data sources need to be disabled and turned on at the same time as the interval triggers, i see your turning them off after the delay is reached.

    also you can remove the 1st splitter, take the impulse for the animation start and send it to just one state event on that's targeting all the intervals (plus the curves)
    I thought they were all disabled.. maybe not. I'll have to take another look at it. And yes, I do have them set to shut off when the pysics turn on. I could probably just OPE the entire animation, it just seemed to work ok using pysics.

    Good point with the state event. I didn't even think about just splitting that rather than using the splitter. I think I actually just carried the splitter over from a previous attempt before I added the state events.

    Thanks!
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  4. #4
    dasraizer's Avatar Senior Member
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    just noticed you also have two standards going on here, intervals set up with delayed starts and single intervals to splitter going to delay filters, why not just use all interval triggers like the OPE stack and save yourself the splitter and delay filter, ok you will need to add more interval triggers but it IMO would make it easier to understand, not that it really matters as both methods yield the same results.


    looping the animation...hmm.., from what you've said your looking for this

    object 1 travels to B then falls, after some time, reset back to A with new colour then loops the animation and all this while maintaining your objects start movement timing so they have a regular interval between them.

    you can move an object from its resting position at B by turning physics OFF, then wait 1 tick (this gives the physics time to complete) and then send 1 tick to an OPE set to global X, Y, Z , use the value picker over each of these and point them to a 'vector object information' tile set to position that's targeting an invisible object that is at the start location for the object at A
    some options can be reset on enable/disable like curve data sources and interval triggers.

    im not sure if you know this, all tiles that can receive an impulse can also send that impulse on to another, use the select event/filter option to pass it on, this makes it easy for creating a chain of events that need to be done in a specific order.
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  5. #5
    dasraizer's Avatar Senior Member
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    Originally Posted by noobaroniNcheez Go to original post
    I thought they were all disabled.. maybe not. I'll have to take another look at it. And yes, I do have them set to shut off when the pysics turn on. I could probably just OPE the entire animation, it just seemed to work ok using pysics.
    Thanks!
    not sure but i can't see any state events on pointing to them, why i mentioned it. just the single one pointing to the OPE stack, although you would need to time the enable so they start when its interval sends its 1st impulse.
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  6. #6
    noobaroniNcheez's Avatar Senior Member
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    Originally Posted by dasraizer Go to original post
    looping the animation...hmm.., from what you've said your looking for this

    object 1 travels to B then falls, after some time, reset back to A with new colour then loops the animation and all this while maintaining your objects start movement timing so they have a regular interval between them.

    you can move an object from its resting position at B by turning physics OFF, then wait 1 tick (this gives the physics time to complete) and then send 1 tick to an OPE set to global X, Y, Z , use the value picker over each of these and point them to a 'vector object information' tile set to position that's targeting an invisible object that is at the start location for the object at A
    some options can be reset on enable/disable like curve data sources and interval triggers.

    im not sure if you know this, all tiles that can receive an impulse can also send that impulse on to another, use the select event/filter option to pass it on, this makes it easy for creating a chain of events that need to be done in a specific order.
    Yes, that's exactly what I want to do.

    Thanks for the help man, really appreciated. Looks like I just need to experiment a bit more and I should be able to figure it out.

    All of this work for something that will barely be seen by most riders. lolol
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  7. #7
    noobaroniNcheez's Avatar Senior Member
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    Originally Posted by dasraizer Go to original post
    not sure but i can't see any state events on pointing to them, why i mentioned it. just the single one pointing to the OPE stack, although you would need to time the enable so they start when its interval sends its 1st impulse.
    Ahhh I see what you mean now. I'll have to look at that. That may be what's causing my issues.
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  8. #8
    are you sure they are within the physics bubble? whenyou activate physics for them
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  9. #9
    noobaroniNcheez's Avatar Senior Member
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    Originally Posted by sparkierjonesz Go to original post
    are you sure they are within the physics bubble? whenyou activate physics for them
    That could be it. I think I might just alter it a bit and get rid of the physics chain all together. It'll make my life a bit easier trying to get this all working.
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  10. #10
    noobaroniNcheez's Avatar Senior Member
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    Originally Posted by dasraizer Go to original post
    not sure but i can't see any state events on pointing to them, why i mentioned it. just the single one pointing to the OPE stack, although you would need to time the enable so they start when its interval sends its 1st impulse.
    This was my issue. Disabled both the OPE and the data source and set the state event to activate those and the interval trigger and it works perfect every time. Physics wasn't an issue, everything was in the bubble.

    I also think I've come up with an easier solution to 'loop' it and have some color variance without adding any extra logic.

    Thanks for the tips so far guys!
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