Rotation balance - keeping it steady

SingleSparqSingleSparq Member Posts: 1,339
edited November -1 in Working with GS (Mac)
I have a car, that if it goes over a jump it will rotate towards the angle - I like that it does this however if it goes too far it can rotate right around and I have a car body with wheels on top driving normally - not ideal. I could turn on the 'Fixed rotation' on the actor but it stiffens the angle and is not what I want.

I have tried putting a rule the self rotation of the actor (if over an amount change to 0) but it doesn't seem to work - any suggests?

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    No idea - sorry :(

    Maybe someone smarter than me can help? :D

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • ORBZORBZ Member Posts: 1,304
    Play with the angular velocity variable and the angular drag variable.
  • SingleSparqSingleSparq Member Posts: 1,339
    Could be because I have a acceleration of 1000 pushing it down to control the gravity of it (as the passenger and wheels which are separate actors do not and they stay in position) I will play some more - thanks.
  • FranzKellerFranzKeller Member Posts: 517
    I thought you were talking about the specify rotation point, as we can in after effects - very handy

    I wish we had it here - just two coordinate attributes would specify it?

    And booleans to xy flip an actor about that point, of course would be great!
  • SingleSparqSingleSparq Member Posts: 1,339
    Okay I have it working for now. Without using the fixed rotation I've added a rule that if the car touches the ground rotate to position (self.position X and Y) relative to scene - that seems to keep it steady and more difficult (though not impossible) to rotate the car when in air while still giving a little angle when I come off the jumps.

    If there are better solutions please chime in, thanks.
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