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how do i make a object spin while its in a group with another object and the whole group moves together as 1?

  • CLOUD1985

    Try group the two objects and then scope into the group.

    Make sure all objects in the group are set to non-moveable and add a rotator to object B.

    Scope out and add follower logic to the group.

    The group should follow whatever you set it to while object B now should now spin inside the group.

  • EternalDarknessz

    i already did this as an outcome object B does rotate and the group does move with the follower but object B doesn't move with the group as if the rotator is gluing object B down without the rotator then all of it moves so thats working, maybe its because the rotator is stopping any other kind of movement with damping ill have a look.

  • EternalDarknessz

    naaa even with no damping on the rotator the object still wont move with the group when rotating, i cant use keyframes because that just records the location breaking the point of group following.

  • EternalDarknessz

    ok the keyframe way does work so ill do that but i still rather use a rotator logic because its easier.

  • CLOUD1985

    Have you tried a motor bolt connector, if you connect A to B and I think make B moveable (this step may not be required) it will rotate in whichever axis you set.

    As long as they are connected within the group with A as the parent object I think it might work. B should move with A due to the physical connection once the follower kicks in.

  • EternalDarknessz

    naa that doesnt work because i have a group in a group and i cant connect a motor from object A to object B because B is in a group if i do that then that group within the main group would spin and not just object B

  • Squalphin

    Unfortunately grouping objects together, while one of the grouped objects should rotate independently, did not work for me. The object which should rotate did not move together with the group. I tried to play with "Moveable" and other settings, but nothing really worked.

    I solved the issue as follows:

    I wanted to make a tank with a freely rotating cannon. What I did was, I put both objects, as usual, in a group together. Obsiously made sure that nothing is set to moveable. Then I put a "Tag" on the location where the turret should be located at. The Tag has an "SST" (Scene Space Transformation) output. I took that and wired it into a microchip which is attached to the cannon. This microchip has the rotation logic only for the cannon.

    I added a "Follower" chip and on the third tab, there is an input called "Target Position". So I took the SST from the Tag, wired it into a "Splitter", and then wired the position output into the "Target Position" of the "Follower" chip. The "Follower" chip is configured with 100% strength and dampening. Speed is set to 50 m/s but this depends on the game. May be set faster if needed.

    As a result, the cannon follows the tag position exactly, but is still able to rotate freely.
    I hope this helps anyone who struggles with the same issue.

    PS: Teleporters would be better for the job, but unfortunately do not have a position input.

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