OH WOW!!Originally Posted by ghaagsheblan Go to original post
LOL.
Thank you so much! That just changes everything now doesn't it!
This is so nuts. lol.
Ok, so I'm trying to move a car...
I want it to slowly drive when I enter an area trigger (landing on the car), but that method moves the car a-b, no "driving." it just skips there. So, I can use the interval trigger to make the car drive back and forth, but it starts right away... I'd like to trigger an interval trigger by an area trigger. lol
also, with interval trigger, and x position movement, when the rider is on the top of the car "getting a lift" he skips around all funny.
Sorry guys, I'm like, way behind the train here, I'm such a noob. lol
I just noticed this myself yesterday too.Originally Posted by ILLskILL KILLER Go to original post
There's barely any breakable objects (with break event) in Fusion, there's explosives and glass sheet from all objects I checked (including 3 DLC).
I know HD/Evo had a whole bunch of planks that could snap by hitting them, ok it was wood, weaker then metal, but still missing some more breakables in Fusion beside just glass.
Of course you can still make things out of multiple parts and then use physics/OPE to simulate breaking, it's sometimes harder to get it to look right.
In the event that the objects that are breaking are going to hit something else whilst the camera is in view i find the bottom a more better way , both work but with ope they will just pass through other objects.
not saying mine idea is better just a different option incase of interaction with anything else
glue the items and use the brake event a split second before you hit the object or on it if its something your riding on also either have physics already on or have it come in split sec before as well. Also to avoid hitting the breaking objects you can add an area effector which you can direct in any direction you want and just direct them away from the dl sometime if you turn up the force of the breaking points it will push the objects aside anyway, if you use ope the objects will go through anything else they hit. this way the object moving look real and if they hit a wall they will act accordingly but like teri says all ways is sometimes difficult to get maximum effect as you are only simulating a breaking event and not actual breaking it.
Ok folks, I have been researching and building like crazy. I think I've got the hang of this now. Just a few sound sources left to add, and I'll be sharing my new track.
What you can expect:
1) a hard track. You'll need a bit of brains to figure out a few obstacles. We're talking physics folks!
2) environment. This isn't just pieces floating in the air like my first track, this track follows a theme, and makes sense.
3) fire and explosions! F YEAH!
4) a cinematic ending. Oh the glory!
Two minutes and no faults for platinum.
The track is called "The Road Less Travelled."
It is a trials/hard track.
I will be releasing it shortly, I will post again when I have. I really hope you like it, and haters, eat it. HA!it's my second track, what?
Please someone share a youtube video trying my track, I can't record and I really want to see a video I can share!![]()