1. #1
    Smeghead89's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,706

    Continuous animated cars?

    Hi guys, its been a while since i posted a thread or released a track but i am still around and still hopeful about fusion. Im working on a track which is basically finished but im trying to add some animated background scenery, does anyone know how to create say a bridge with cars continuosly driving over it? I have allready created a line of animated cars and vans on loop to start again once they cross the bridge but there is allways a gap between the last car to cross the bridge and the first car when the loop restarts again. i actually have 2 buches of animated cars the 1st bunch is allready half way across the bridge (the bridge is starting in the distent background and coming straight towards the drivingline at which point the rider jumps a bridge over the bridge of moving cars) so the 1st buch is always visible on the bridge when you start and they are not set on loop so that the simply disapere once they have gone out of sight, the 2nd buch of cars starts behind the last car of the 1st buch, these are all set on loop so i have a long line of moving cars until the last car of the second buch which then waits to cross the bridge b4 they recross.

    sorry for rambeling on, i have seen people do this many times and im sure there must be an easier way, is ther a way to use a portal (which i cant seem to find in fusion editor) to spawn cars or something? any help would be greatly apreciated, thanks and sorry if this sounds very dumb i am an animation nooooob
    Share this post

  2. #2
    IImayneII's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,060
    I think using the emitter* (not emission lol) tool would be better for this altough I haven't really used it so could be wrong, but you should try it out.
    Share this post

  3. #3
    ozy's Avatar Senior Member
    Join Date
    Mar 2014
    Location
    Ireland
    Posts
    1,791
    Try the Emitter mate,
    It will spawn more or less anything continuosly,
    Make the spawn area smallest and they will only spawn from origin point,
    But a continous spawn will build up complexity in the map and cause lag if a length of time is spent on it so they must be shut off somewhere,
    Worth messin around with anyways
    Share this post

  4. #4
    emiter wont work if the cars start far away from the driveline

    now the most important thing for you will probably be that the ars don't reset on checkpoint reset? so make sure everything that has a checkbox for this has the correct setting!!

    if i was you i would write down every step you want the animation to do( what, who,when? you want things to happen )

    1st bunch should be easy
    -interval trigger(every tick)->ope(local) ->curved datasource (start=0 end = out of sight, time = speed of cars, connect this to the (x,y or z)
    these can be enabled from the start(if you want to trigger them later use a state event to turn them all on) beware checkpoint resets

    2nd bunch is a bit harder to understand
    do they need to wait during the loop?
    Share this post

  5. #5
    Smeghead89's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,706
    thanks sparkier i rly apreciate the help, erm im not rly sure mate i guess so? i just want to elliminate the gap so that its just cars driving continuosly but trying to time it right is damn hard, i dont know much about ope but with the second bunch obviosly they are furthar away and so must travel further but when i change the end point the speed needs adjusting also or it will increase the speed of the cars to travel further in the same time, i ven had to start using maths lol ........ now i have 3 bunches lol 1st bunch starts with cars covering the whole bridge and is not on loop so the simply drive towards u from the distence until the pass under u and out of sight, second bunch starts behind the last car and is just out of sight because thisis on loop and i dont want to be able to see the cars spawning, this buch follows the 1st buch nicely but there will allways be a long gap after this buch when the cars reach the end point and start again because this time the dont follow the 1st buch because they have since disaperd, so iv been trying to have a third bunch follow the second to fill in the gap, it all kind of works except getting the speed and distence right is proving impossible, as a result it works fine until the 3rd buch comes (which are not set right) and ends up going out of sink with random gaps and cars driving through each other, it all looks great as long as you
    dont stop and look at it for too long
    Share this post

  6. #6
    Smeghead89's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,706
    and thanks bassline and ozy, i have never used the emitor b4 and although i cant rly use it here i did test it out and its a very cool and useful tool that im sure ill be making good use of
    Share this post

  7. #7
    it looks like you are making the other 2 bunches just to fill in the gaps because you don't want the first bunch to respawn in the middle of the road right?
    you don't have to do this you can work with an "offset" this will make the cars start somewhere between start and end point

    i assume you are using curved datasources with a local ope?
    if not, is your ope local? what gives the values in your ope?

    if i'm correct then you just want cars continuely driving on both lanes of the bridge forever looping

    i could try to make this myself to see what you need to do exactly in a few hours if you can't get it to work

    but i think if you just change the offset value in your cds and mess around with the placement of the cars and values of the cds a bit
    Share this post

  8. #8
    Smeghead89's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,706
    thanks so much for your help buddy is very much apreciated, i have just found out something about the emitor which makes this work very easily, if you go into the emitors options and uncheck 'emit physical objects' you can then select 'emited objects' and select objects with ope attached to them so now i can simply have my 1st buch as normal followed by emited cars

    oh and i didnt know about the offset option thanks again man, my understang of the editor has taken a small leap today from knowing sod all to slightly know something about a couple of things lol but at leasr its something
    Share this post

  9. #9
    TeriXeri's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,163
    The emitter tool works wonders for it, I actually am using it in my current track as well to make animated scenery, and the first time I started using emitters was to try and make a rapid fire laser gun, as the "effect" laser does not work so well in rapid fire.

    At first I thought as well it was only physics objects close to the rider, but then I saw the tickbox which is great.

    I probably won't go back to OPEs on simple straight line movements now unless it's animated objects with moving parts attached.
    Share this post

  10. #10
    Smeghead89's Avatar Senior Member
    Join Date
    Mar 2014
    Posts
    1,706
    lol i didnt even think to use it on my lazers, yeah lazer effect is pretty basic so i placed a load in a row to try and create more bursts of lazers which does work but cause performance issues so i think ill also be using the emmiter now, cheers bud
    Share this post