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Emitting Objects' "Center" Problems

Archive: 13 posts


Hey sack folk, recently I've been working on a level and part of this level is a side scroller. I've got pieces to emit to make a continuous side scroll and I know the logic and such, BUT problem is when i set up emitters and have them emit each peice some have a different "center". By center I mean the place the arrow points to when you emit an object. because of this I can't just make them all go straight to the side. Some of the blocks have to down or up so that they emit in the same place as the others; this is not a good thing what so ever. From this, When i try to push blocks together with the emit speed it doesn't work (because they're not all straight to the side!)

SO! My question is: how can you make the "center" of a captured object in the same place? Note: all of the blocks are the exact same shape and size, but the contents of the shape are all different.

Any help would be appreciated! Thanks in advance!
2012-01-02 00:24:00

Author:
septamus112
Posts: 82


You could coat the entire chunk with some holo, but I'm not sure if this will solve it. The centre point is determined by mass and that holo trick helps with rotation. This may also help with using the grid to align the bits that need to emit.

You could maybe make a dummy block out of holo an position that first. I did something like this with an object that wouldnt let me move it without a bit becoming detatched. I made an object the same shape but only out of a single block and placed that in the emitter. I then replaced it with the more complex object without moving anything and it was fine.
2012-01-02 04:28:00

Author:
Mr_Fusion
Posts: 1799


You could maybe make a dummy block out of holo an position that first.

This. Turn on the grid and make a block (out of anything, it doesn't have to be holo). Load that block into your emitter, using the grid to centre it. Then turn off the grid and load your actual object into the emitter, without moving it.
2012-01-02 04:55:00

Author:
Dr C
Posts: 122


This. Turn on the grid and make a block (out of anything, it doesn't have to be holo). Load that block into your emitter, using the grid to centre it. Then turn off the grid and load your actual object into the emitter, without moving it.

That might align the custom object's center with the trajectory one wants it to go in, but it might still not look good; I ran into this a lot with my shooter. For the most part I have given up on using the velocity and rotation settings on emitters. I often place movers on my emitted objects now. This will however look slightly different than setting speed on the emitter: it will appear that the object takes some time to get to its intended speed (which is the case). To battle this, use more than one mover; stack 4 or 5 of them on your object and they will add to the strength (acceleration) of the movement.
2012-01-02 15:18:00

Author:
Antikris
Posts: 1340


I had the same issue with the object "center" in my last level, when I made changes to my original object the "center" point also changed. I'm not 100% sure about this, but I think that if you add a piece of material to the object, then the center of that most recently added piece becomes the center of the whole object. I haven't tested this thoroughly, but that's what seemed to be happening. So, if you stick a little bit of holo or anything else at the point that you want to be the center, that might work. Like I said though, I'm not sure 2012-01-02 18:20:00

Author:
Pookachoo
Posts: 838


Hey guys, so I tried all of those ideas. I put holo on all of the pieces (all three thick layers) and but a dummy holo in the emitter's first, but still the "centers" are not all in the same place. The placement varies from the very top to very bottom to the middle. When I just but the pieces where the dummy holo would have go it isn't in the right place because the center is no the same. I'm so stumped.2012-01-02 19:41:00

Author:
septamus112
Posts: 82


If you grid align the block using invisible hologram and set up each piece so that the upper right corner (or whatever) can be grid aligned, then all objects can be grid aligned by using the top right corner as a grid alignment point. You will have to expicitly set the position of each emitted object, but it will solve your immediate problem.


IIRC the actual centerpoint of the emitted object is based upon the centroid of one of the shapes in the emitted object. I'm also pretty sure there is a way to force which shape it uses, but I can't for the life of me remember how to do it. If someone can suss out how to force the key object (tip: it's probably related to order of object construction / instantiation in some way) then you will be able to force the center of the emitted object, making life a tad easier.
2012-01-02 22:26:00

Author:
rtm223
Posts: 6497


As a note to my earlier reply: I may avoid having to deal with an object's center when moving it, but it is still a relevant and persisting problem when the object needs to rotate; rotation always takes place around either its center or the point where the object is bolted to another (immovable) object. And herein lies another solution: I sometimes create a piece of invisible holo that contains all logic for movement over the horizontal and vertical plain, stick a gyro on it to keep it straight, and then bolt the object I want to rotate to this holo piece. A rotator on this object will then make it go in circles around the center that I specified with the bolt.2012-01-03 09:41:00

Author:
Antikris
Posts: 1340


Could I suggest watching comphermc's infinite scrolling tutorial ?
http://www.youtube.com/watch?v=GEplXDGqtAM
It uses movers instead of emitter strength.
2012-01-05 23:23:00

Author:
Unknown User


Good move and point Pivottt. 2012-01-05 23:43:00

Author:
Tyranny68
Posts: 390


Thanks pivottt, that tutorial helped tons!2012-01-07 01:00:00

Author:
septamus112
Posts: 82


Well, thanks comphermc ^^ I know all his tutorials by heart ! I'm a number one fan ! All hail comphermc ! (okay, I'm doing a bit too much)2012-01-07 18:29:00

Author:
Unknown User


IIRC the actual centerpoint of the emitted object is based upon the centroid of one of the shapes in the emitted object.

It's the oldest shape within the emitted object as far as I can tell, so creating a number of reference squares of hologram before you create your level segements then capturing them along with the level segments should allow you to accurately control the emitter center of the object.
2012-01-07 18:49:00

Author:
rtm223
Posts: 6497


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