#1
Rotator problems
Archive: 9 posts
I'm making a level like this game: http://www.flaminglunchbox.net/curvy that I'm hoping to make compatible with the move when it comes out ![]() I'll add some pictures later (probably tomorrow) if you still aren't sure what I'm talking about. Thanks for the help! | 2011-08-29 17:12:00 Author: RabidJellyfish ![]() Posts: 130 |
What if you initially bolt the rotating hexagons to an invisible, immoveable piece of hologram? Sort of a foundation for the hexagons... If you bolt one object to another, it should rotate around that pivot point no matter the shape of the rotating object. | 2011-08-29 17:25:00 Author: Slaeden-Bob ![]() Posts: 605 |
Can you bolt together holograms? I feel like I tried that once and it didn't work. And making the holos solid to bolt them would cause them to collide because they're so close together. | 2011-08-29 17:28:00 Author: RabidJellyfish ![]() Posts: 130 |
Yes you can bolt them together ![]() The is easiest approach is probably if you use the regular bolt with 0% strength and bolt the combined holo-hexagon to a 100% dampened holo piece located on a layer behind the combi piece. | 2011-08-29 17:46:00 Author: Slaeden-Bob ![]() Posts: 605 |
Ok I'll try it. Thanks! | 2011-08-29 17:50:00 Author: RabidJellyfish ![]() Posts: 130 |
Can you bolt together holograms? I feel like I tried that once and it didn't work. And making the holos solid to bolt them would cause them to collide because they're so close together. Yes, you can bolt holo, just needs to be different layers, same as with normal materials. The base piece you don't want to rotate probably still needs to be glued to a small piece of dark matter though, I've found that the base piece will slowly rotate over time with just a gravity tweaker. Really want that static material property still! The rotator makes an object rotate about its centroid instead of the location of the rotator...I wish this was an option. You can add invisible holo to bias the center to the point you want to rotate about. Also, since I don't trust objects with rotators from wandering off I'll never use one without having it set to follow a tag to make sure it stays put. | 2011-08-29 17:54:00 Author: fullofwin ![]() Posts: 1214 |
Yes, you can bolt holo, just needs to be different layers, same as with normal materials. This is actually not entirely true, and this is one of the many aspects that makes Hologram so amazing ![]() You can in fact bolt two (or more) thin layers of holo together, but not two thick layers. I haven't tested on theck or thack, but I'm guessing they behave like thick... EDIT: Didn't knew the thing about dampened holo still moving slightly. Thanks for the tip! | 2011-08-29 18:00:00 Author: Slaeden-Bob ![]() Posts: 605 |
I would use neon, it will look better. on each hexagon have an in/out mover. pop it out, rotate and then move back into place. if you adjust your flatness on the camera, you can make it look very much like it popped up just above the game board to rotate then moved back. Or, if that won't work, attach it to a piece of material behind it with the in/out mover on that. Set up the bolt attaching it to rotate 60 degrees then have it pop back in. | 2011-08-29 18:11:00 Author: tdarb ![]() Posts: 689 |
Thanks for all the replies. To make sure the hexagon doesn't rotate by itself I've just added another rotator with 0 speed that is always active when it's not set to rotate. But I'll probably just bolt the hexagons to something behind it to keep it in the middle. | 2011-08-29 18:38:00 Author: RabidJellyfish ![]() Posts: 130 |
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