Is it possible to set a jet trail to move in local space
As far as I can tell, jet trails can only form from movement in global space. Suppose you have a group, and within the group is a jet trail that traces a line relative to the other objects in the group. If you were to move this group in global space, then all the objects will move together but the existing jet trail flecks will stay behind and follow their trajectory as if the group had never moved. I’m wondering if it’s possible to move a jet trail in such a way that all existing flecks will move along with it.
You could manage a silly workaround where you have all objects in the scene move except for the jet trail group, but this would only work if only one such object existed in the scene. You could never have two jet trails that move independently of one another.
You could also emit the individual flecks yourself but you would need to emit possibly thousands of them to get a long and smooth trail.
If there’s no way to do it, I’ll post the idea in the Feedback section, but I just thought I would ask all you geniuses out there first. Or maybe it’s easy and I’m missing something obvious.
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Jet trail specifically makes flecks animate in global space from where they were when spawned. If that's not what you want to happen, then it sounds like you actually *don't* want jet trail.
I'm not clear on the effect you want to produce. I mean, you could just not turn jet trail on, and it would animate as normal, without the spawned fleck being globally positioned. Then as you move the painting around all the flecks from it will move with that painting. -
This isn’t how I’m using it, but imagine if you had a character with a trail of dust behind them and they ran around on an elevating platform. You would want the trail to keep its shape behind the character, but the trail will either fall through the floor or float above the ground depending on the way the elevator is moving.
Im my case, I’m using it to generate the visual aspect of a “hold” note in a rhythm game. Imagine super hexagon but you have to follow the lines rather than avoid them. The trail needs to move freely to create the pattern for the player to follow and can be generated randomly so I can’t just make prebuilt paint strokes in the pattern I want. It also uses a circular interface, and you can’t scale specific parts of a single stroke based on their distance to the origin.
Again, this works perfectly well using jet trails so long as I don’t move the origin, but in my game I have 2 such origins that move independently of one another.
It’s a bit complicated but the application is ultimately irrelevant; I just want to know if this is possible to achieve or if I need to scale back the complexity of the game. -
You could try manually making your own jet trail by emitting the effects, and animating them to dissipate.
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Yeah AndymationB, that’s how I handle the logic component of the prompt, but in order for the trail to look as smooth as jet trails do I would need to emit too many flecks that would all have lots of logic attached to them. As part of the gameplay the prompts can also rotate around the origin and change the speed they approach the center dynamically. These are easy enough to manage on single hit prompts. If I were able to use jet trails I could animate the stroke to achieve the same level of control, but to have logic on each fleck so they can animate independently, the thermo wouldn’t stand a chance.
I guess the devs didn’t anticipate jet trails being used this way, but if only they could be set to local space it would solve everything. -
Ah, I see. I'm sorry I don't have any other ideas.
Sounds like a great addition to the feedback section, though!
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