Hello,
I have a big problem :)
I create my campaign
I want to do with helion something like Vin Disel here with a car in 2:28
Can you help me ?? it's need to be triggers :)
Thanks ;)
Can you make map for me with this rotation ?? helion will be not moving i will move it using function instant move units
Sure. Here.
Do note that I cannot seem to find a way to blend the effect (as such it can update at most 16 times a game second, rather poor looking). It also needs a reasonable understanding of mathematics to use.
almost perfect it's possible to roll them with center axis, now is like down axis and units hide underground if can make axis will be some height then units will roll in the same place and don't disappear ?? like progammer tutorial voids don't do barrel but do flip, sorry for my english
almost perfect it's possible to roll them with center axis, now is like down axis and units hide underground if can make axis will be some height then units will roll in the same place and don't disappear ?? like progammer tutorial voids don't do barrel but do flip, sorry for my English
You might want to set the actor's "Bearing" in that case. In addition to supporting the same parameters as rotation, it also has some for displacement. In your case you would want to displace the Z axis a bit so that the unit does not appear to burry into the ground. For the Z I would advise a sin wave of half the frequency of rotation. This would mean it would rise once and peek when upside down and then start to fall.
It turns out the mathematics needed as not as simple as I first thought when I stopped for a bit to think about it. The original solution had a bug because the up vector was only along the x plane (so it would fail to roll correctly when pointing at 0 or 180). To fix this rotation is required so that the up vector is always around the 2D perpendicular. The reason it did not totally break before is that the forward vector defines the actor facing where as the up vector defines its rotation around that axis (so it will always face the correct direction, just at the wrong roll).
I also made it so the units elevate a bit based on collision radius to try and avoid the digging into ground problem. This fails badly for all units such as humanoids but works well for wide units like the Hellion.
After test:
All that work for nothing :(
I can not instantly move the unit during the rotation, the unit must be in one place, it does not look smooth, it's probably the end of the rotation test. I think the only good thing that looked good model that is making animation "move" will have as the turning up, but I do not know how, so I'll stay with slides :)
Some sort of animated attachment point would likely suffice for this. It would need some modelling work however (which I cannot help with). It might also be possible with other kinds of actors that I do not know about, I will need to ask around.
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Hello, I have a big problem :) I create my campaign I want to do with helion something like Vin Disel here with a car in 2:28 Can you help me ?? it's need to be triggers :) Thanks ;)
You got cinematics skill P. really like your stuff!
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You want a pilot faced Vin Disel?
No, no :) I want roll helion like this car
Maybe some sort of site operation/actor message type thing. Would be able to find more knowledgeable people about that stuff in the data forum.
Actors can do this by issuing them with rotation commands. The problem is that these rotation commands are overwritten if the unit moves if I recall.
Can you make map for me with this rotation ?? helion will be not moving i will move it using function instant move units
Sure. Here.
Do note that I cannot seem to find a way to blend the effect (as such it can update at most 16 times a game second, rather poor looking). It also needs a reasonable understanding of mathematics to use.
almost perfect it's possible to roll them with center axis, now is like down axis and units hide underground if can make axis will be some height then units will roll in the same place and don't disappear ?? like progammer tutorial voids don't do barrel but do flip, sorry for my english
You might want to set the actor's "Bearing" in that case. In addition to supporting the same parameters as rotation, it also has some for displacement. In your case you would want to displace the Z axis a bit so that the unit does not appear to burry into the ground. For the Z I would advise a sin wave of half the frequency of rotation. This would mean it would rise once and peek when upside down and then start to fall.
Double post reply in response to author's PM.
It turns out the mathematics needed as not as simple as I first thought when I stopped for a bit to think about it. The original solution had a bug because the up vector was only along the x plane (so it would fail to roll correctly when pointing at 0 or 180). To fix this rotation is required so that the up vector is always around the 2D perpendicular. The reason it did not totally break before is that the forward vector defines the actor facing where as the up vector defines its rotation around that axis (so it will always face the correct direction, just at the wrong roll).
I also made it so the units elevate a bit based on collision radius to try and avoid the digging into ground problem. This fails badly for all units such as humanoids but works well for wide units like the Hellion.
@ImperialGood: Go
That's it! :) Thank you very much :)
After test: All that work for nothing :( I can not instantly move the unit during the rotation, the unit must be in one place, it does not look smooth, it's probably the end of the rotation test. I think the only good thing that looked good model that is making animation "move" will have as the turning up, but I do not know how, so I'll stay with slides :)
Some sort of animated attachment point would likely suffice for this. It would need some modelling work however (which I cannot help with). It might also be possible with other kinds of actors that I do not know about, I will need to ask around.