Only one part of a group moving with a keyframe
I’ve made a simple magic carpet game. There is a sculpt of a player on a carpet grouped with a sphere which has the camera attached to it - so when you move the carpet up and down (via a controller sensor and an advanced mover) the camera hangs behind and doesn’t track the player. All works fine.
What I want to do is to animate the group moving through the level so it all moves forwards - but you can still control the player. When I keyframe the group only the sphere with the camera on moves - the rest stays still. If I scope in and keyframe both it works but because the keyframe is applied to the player, the controls are over-ridden.
Any ideas?
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Hi. When you attach a mover or rotator to an object within a group, it overrides any movement applied to the whole group (keyframe or mover/rotator). In other words, it doesn't apply local object movement to the global group movement. Though that would be a super handy option, Mm! hint hint! :D
You'll need an alternative solution and there are many ways you could go about it.
First off, the opposite does work; Mover on the group, and a keyframe on the player/carpet sculpt inside the group.
You can wire the "affected objects" output of the mover to both the player sculpt AND the sphere.
Or you could animate a tag to be followed by the character group with a follower or teleporter. From what it sounds like you're trying to do (rail shooter type mechanics with limited vertical mobility?), this is probably where I'd start.
Hopefully that helps get you thinking in a different direction. -
That’s so helpful, thanks!
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