Getting a puppet to run through loops and/or corkscrews?
Hello all,
I'm making a game similar to the 3D sonic games. I've built half of a corkscrew to test on, and I'm trying to make my character run through it, which will mean going sideways and upside down.
The biggest proplem seems to be that I can't get the puppet's feet to stay on the slope past 90 degrees. I've tried an advanced rotator triggered by an impact sensor, a force applier, and an advanced mover, but the puppet still stays upright. Turning off gravity doesn't seem to help much either. Does anyone have any ideas?
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I haven't experimented in depth, so I could be wrong, but it seems like the procedural animation may be hard-coded with up/down so you can't make a puppet walk on walls or do loop the loops.
If this is the case then the only way to make it work would be to not use the automatic animations at all and create your own custom animations.
It would actually be super great if this was an option, so I made an idea for it. It would be great if you could vote for it
https://feedback.indreams.me/forums/917383-dreams-feedback/suggestions/37548628-add-tweak-to-change-the-gravity-direction-of-puppe -
This may only be part of the issue, but I believe the puppet comes with an Auto-Guide gadget on it (I think that's what it's called.... the graph with a gear).
It should be set to "Keep Upright" by default. You could either try deleting it, or just powering it off whenever the player is going through the loops and see if that helps fix the problem. -
This is possible but it's finicky, and I don't know how possible or ideal it is with the default puppet. I made it work in a really buggy test scene with a custom ant puppet on the inside of a hollow sphere with a Force Applier in the middle pointing outwards. You could do this inside a loop, provided that the strength of the force applier was modulated by the puppets speed. That way if you stop at the top, the force stops too and he falls down.
The rotation can be achieved a number of ways depending on what your scene behaves like, for me I used a gyro with the arrow direction controlled by a vector generated by inverting the orientation of a laser pointing from the puppet to the force applier. This was ugly and and took a few goes and wasn't exactly in a publishable state but I think you can go from there to get things going.
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