Skeuomorpheus
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Not quite what you were looking for but I’ve used a jittery signal generator plus a timer and variable modifier to update a variable every few seconds with the current signal value. Works pretty we...
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Did you use L1 to surface snap, and then did you open the rotator to tweak some of the speed? Then did you start time (R3) or go to play mode?
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Thanks supposer. Great advice as always.
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Neat, thanks!
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Hey Bogdan and Matt - thanks for that reply. It is the answer to something else I had posted about. I had tried to cheat that using tags but as you say the collision detection causes a quarter seco...
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An angle sensor could help you stop the stick moving the ship any further once you reach a certain angle (ie power off or otherwise change the rotator when the angle is met). I wonder if you could ...
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This is how I did it in simple terms:I have a flying vehicle which is tagged to collide with objects labelled as scenery (collision labels at the highest relevant group level) I have a sculpt label...
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Thanks both - that is my current workaround. It almost works. My vehicle collides and I’ve keyframed its ‘scenery’ collision tag. What happens is it collides for maybe 0.5 seconds and then passes t...
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Use a keyframe set to permanent to change the max health, with a selector to turn it on at the point of your choosing?
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I think I understand. You basically want every emitted object to work, as it is emitted, as if time has just started. Have you tried using the emitter output ‘object just emitted’ (think that’s wha...