Motorcycle
Aasimar
Member Posts: 74
Hi guys,
I have an idea but I don't know if it's possible with GS.
I want to create a realistic physic motorcycle in 5 parts, not extremly realistic but enough. I'm trying to do that with only one part and animate many type of collision, but it's not like I want.
Template ? solution ? Thanks
S.
I have an idea but I don't know if it's possible with GS.
I want to create a realistic physic motorcycle in 5 parts, not extremly realistic but enough. I'm trying to do that with only one part and animate many type of collision, but it's not like I want.
Template ? solution ? Thanks
S.
Comments
Until that time your options are to create a limited set of relationships between the linked group so they change change their relative position based on an event that happens to one. But it would be very, very complex, or you put all your movement in animation sets that you put in an actor and trigger on events. This would be something along the lines of playing a set of animation for a wheelies, another for jumping, another for landing, yet another for crashing. This approach does work and with more and more sets it gradually starts to have the feel of a physics object. It takes some careful sets of rules to work out when to play each animation and when to stop them, change them etc.
I've been working on something like this and used After Effects to put all the pieces in and then animate into their various positions for each animation set. One of the main problems with this approach is that the detection of collisions is set at either rectangular or circular and the your animations will have to be set up in so many ways to be able to respond to collisions at different parts of the actor. This can be checked by passing the relative positions of the actors to game attributes of the colliding actors and checking the offsets to trigger the relevant animation to play. But it is very hard work but necessary if you want the thing to look like it is actually reacting when it actually hits the object, rather than when its collision detection is hitting the object.
If this all seems too complex, perhaps the simplest rules would be to keep that thing as a very small actor with a limited number of animations, and concentrate on using what is already available in GS to make it feel as nice as possible.
It may not be the answer you were looking for and I am not an expert but these have been my experiences, but I hope it helps.
Kipper
Argh, looks very complex
I think this project can wait for GS feature..!
Thanks to illuminate me! I tryed many differents ways to do that and all of them was bad.
Wait and see !
I have sent you a PM.
kipper