how to link actors with pivot points
danshaw
Member Posts: 38
hey gang,
im thinking about a game where i have a mechanism that consits of beams linked together with pivoting connectors...think of several beams that are attached end to end but each beam can rotate relative to the beams that they are connected to...like a persons arm is two beams linked at the elbow....what the best way in GS to do this?
thanks
Dan
im thinking about a game where i have a mechanism that consits of beams linked together with pivoting connectors...think of several beams that are attached end to end but each beam can rotate relative to the beams that they are connected to...like a persons arm is two beams linked at the elbow....what the best way in GS to do this?
thanks
Dan
Best Answer
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Asobu_Games Posts: 261Agreed, it's really hard, plus I've found the rotation can bug out at times. I had a rotating flipper for a pinball/pachinko game that rotated from a non-central point, but occasionally (when lots of other stuff is going on) it would rotate back the wrong way. It was rare but looked really off-putting, so in the end I kept this rotation method for the flipper hit box, but used an animation to mimic rotation for the actual flipper image.
Anyway I'd say wait for joints and try something else in the meantime.
Answers
- Thomas