1. #1

    animating object using multiple dummy objects

    Hi, I'm trying to animate a dune buggy driving along a bumpy road. I want to use dummy objects to account for the turns and bumps. I have an object array and getters and vector position and angle object info for each dummy, but i dont know how to animate after the first 2 dummies... I've had a look at the example skill track but was unable to make sense of the behemoth banks of logic.

    any help greatly appreciated, as always.

    elC
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  2. #2
    How are you setting up the target the buggy needs to drive to?

    Using Curve Vector Data Source(s):
    Set the Start vector to the buggy's current position or angle.
    Set the End vector to a blank Vector Data Source.
    Use Delay filters linked to Set Vector Events to update the blank VDS to the next Dummy's position or angle.
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  3. #3
    Yep that's it, Curve Vector Data sources... I knew it was something along those lines Just couldn't work it out myself... I'll give that a try today.
    Thanks for your help JolanXBL... do you build on xbox360? always looking for skilled builders to play their tracks... and maybe need some help to test....

    Sorry that's probably not that clear, OPE with rotation to 1 curve data source, and position to another CDS. I tied each 1 to an object getter and set up vector object info for position and angle. I grabbed an object array and tied all the dummy objects to it, all the object getters have indexs set.

    later last night i had some small success in that i managed to almost link 2 steps but the buggy was trying to be in 2 places at once, as if I couldnt shut off the first OPE.
    I'm just gonna try what you suggested now... Although I may have some trouble... I've really only just got my head round the earliest stages of logic building but I'm always up for a challenge.
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  4. #4
    I've set all that up but can't get my vectors to change... even the first "end" set of vectors wont update to the "blank" vector for either position or angle.
    I'm pretty convinced I followed your instructions and i'm going to upload pics of my logic chain to see if it makes sense... I've got a bit to wait though as I'm emptying the whole phone... whoops.
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  5. #5
    If you take a look in this thread, http://forums.ubi.com/showthread.php...mation-Problem , Damassacre posted a very nice tutorial on how to build what (i think) you are looking for. Hopefully it will help you out.
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  6. #6
    Yep, code is all I really do. Most of my stuff is on Evo, though some cool things in Fusion.

    Perhaps add State OFF, State ON to the CDS's, to reset them?
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  7. #7
    Wow thats amazing... thats a much simpler version of what ive been trying to do. Thanks. I'll drop it into my track tonight and see what happens!

    I knew I could count on the community! Thanks again guys... I'll Update again when the track is released, assuming this all works of course.
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  8. #8
    Just a quick post to thank you both, I managed to get Damassacre's logic to work! I think I might even understand it...

    As my track is for Shogun's track challenge, I dont think I have the time to tweak the animation perfectly, but i plan to save a version for a later release, Or maybe use it in another track, I had some real issues lining up the dummys and got some weird axis spins... I'm thinking it might be because i've got some dust effects glued to the buggy and thats throwing off the axis somehow.
    Anyway, I think I'm calling it "HW3 Take it EASY", its not released yet but will be out before the weekend. Hope you can play it and leave me some feedback.

    Thanks again.
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  9. #9
    Happy to have indirectly helped your cause

    On the wierd axis spins: Jonny exposed a bug in my logic that he detailed in the linked thread that is probably also the problem you are facing:--> http://forums.ubi.com/showthread.php...ation-problem)

    One way to fix it would be to switch to local rotation instead of global, forget about the vector angle object infos, and then add columns in the 2-d vector to match the rotation values for the different animations. You could also still use global rotation, but add the rotation values manually in the 2-d vector. Just make sure the interpolation doesn't go from 359 to 0 or vice versa in any scenario.
    e.g. if you have angle x values 30, 60, 100, 220, 300, 30 you'll get the wierd axis spin at the last animation because the game will interpolate from 300 all the way back to 30(270 steps) instead of 300 up to 360[0] then to 30 (90 steps). So to fix it add 360 to the offending node, ie: 30, 60, 100, 220, 300, 390.
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  10. #10
    Hey Damassacre, I'm glad you saw this thread as I wanted to thank you, I've been wanting to do this for ages now, I had to take most of the sequence out of the final game but I'll input the fix you posted after a short break from editor... I've never worked so hard on a track and even though I'm pleased with the result my head is FRIED!

    The track is out on xbox360 and is called "HW3 Take it EASY" any feedback would be great...
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