Creating a "Spin Out"
I'm curious about the different approaches one might take to create a "spin out" effect. To be more specific; you have an actor moving through a scene. If the actor is traveling at too high a velocity and turns, the actor "spins out."
I'm toying with this mechanic now and I'm torn between "faking" the spin out or actually trying to figure out the physics. I suspect there are a few ways to do this, I'm interested to hear how different folks might create this effect.
I'm toying with this mechanic now and I'm torn between "faking" the spin out or actually trying to figure out the physics. I suspect there are a few ways to do this, I'm interested to hear how different folks might create this effect.
Best Answer
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RThurman Posts: 2,881
What looks 'realistic' depends on the look and feel of the game. Many games actually look better with a simple spin about the center. Its what users have been conditioned to expect from a game (and so it looks more 'realistic' to them than an actual physics simulation). In these spin-outs, the trick seems to be to make the spin end at the same time as the velocity ends. (It simulates the idea that friction/traction is taking hold of the vehicle's tires again.)
By spin-out do you mean a full spin or do you mean more like a 'fishtail' that is, forward motion stays intact, but the rear end of the vehicle kind of flips back and forth? (That might require an off-center rotation.)
Answers
Well, if you're thinking of the literal way, the right way is to rotate it and speed x and change size and rate -y.
Since a car spinning out would have its pivot point closed to the front this might help you a lot.