Stuck on constraining 2 actors with Rotation
Scoots
Member Posts: 507
I have a wheel with a spinning pointer in the center. I got the pointer spinning just fine. I have an overlap behavior on the pointer so that if it overlaps and touches an actor on the wheel that the pointer lands on it has an effect. So far so good, my problem is that sometimes the bottom of the pointer actor is causing the effect and not the tip. Because it is centered exactly. I was thinking of constraining another hidden actor just on the tip and put the overlap behavior on that instead.
Just followed TSB excellent video on constraining 2 actor to specific points but as soon as the arrow spins the second hidden actor doesn't stay constrained any longer. I have tried adding a 3rd constrain with rotation but all that did was rotate the hidden actor stationary and not tied to pointer. I also played around with making the pointer 1/2 the size and leaving 1/2 transparent but I still get the same results.
So is there a better way to make this work, can I constrain the pointer actor to the bottom instead of the center of itself?
Any ideas would be appreciated.
Thanks,
Scoots
Just followed TSB excellent video on constraining 2 actor to specific points but as soon as the arrow spins the second hidden actor doesn't stay constrained any longer. I have tried adding a 3rd constrain with rotation but all that did was rotate the hidden actor stationary and not tied to pointer. I also played around with making the pointer 1/2 the size and leaving 1/2 transparent but I still get the same results.
So is there a better way to make this work, can I constrain the pointer actor to the bottom instead of the center of itself?
Any ideas would be appreciated.
Thanks,
Scoots
Comments
sometimes the back/bottom of arrow cause the overlap/collide not always at the top/tip of arrow