Firepower, bullets question.
Posted: Fri Feb 18, 2011 5:20 pm
Hi,
I have read this thread about the bullets final position staying parented to the gun and therefore rotating around the scene as the gun rotates > http://forum.craftanimations.com/viewto ... tion#p1176
1)Is there a workaround for that issue? I have been rigging a 'minigun' on a turret attached to 4WheelerExt rig and the problem is still there. The bullets start to rotate as i rotate my turret. My link tree is as follows:
4WheelerExt>1DRotator(horizontal)>1DRotator(vertical)>Firepower(bullet gravity linked to ground plane same as 4WheelerExt gravity).
2)Is there a way to expose your input controllers to link Pflow values to? My idea is to use the firepower/fire input to shoot out particles from the minigun or create a particle and link to the bullet object in real-time in-case there is no solution for the bullets staying parented issue, since i know that the particles can be passed to another event upon colliding with the floor.
3)Finally , I'm trying to link up the rotation of the minigun barrels to the Firepower Accessory Tool. Currently a hidden barrel is attached to firepower so that the bullets appear to always fly out from the top most barrel, and the barrels are linked to a 1DRotator to spin those barrels. I configured my controller to fire and spin the barrels at the same time but they are not in sync since the 1DRotator needs to first speed up to spin at a constant rate while the bullets start flying out immediately. I tried using delay but I can't seem to get perfect spin fire ratio going, especially when ging from full auto firing to single shots since the barrels spin starts to offset. Is there a better solution for rigging that up? a scripted controller or a better accessory tool then 1DRotator?
Sorry for the long list of questions, Thanks in advance,
Ivan
I have read this thread about the bullets final position staying parented to the gun and therefore rotating around the scene as the gun rotates > http://forum.craftanimations.com/viewto ... tion#p1176
1)Is there a workaround for that issue? I have been rigging a 'minigun' on a turret attached to 4WheelerExt rig and the problem is still there. The bullets start to rotate as i rotate my turret. My link tree is as follows:
4WheelerExt>1DRotator(horizontal)>1DRotator(vertical)>Firepower(bullet gravity linked to ground plane same as 4WheelerExt gravity).
2)Is there a way to expose your input controllers to link Pflow values to? My idea is to use the firepower/fire input to shoot out particles from the minigun or create a particle and link to the bullet object in real-time in-case there is no solution for the bullets staying parented issue, since i know that the particles can be passed to another event upon colliding with the floor.
3)Finally , I'm trying to link up the rotation of the minigun barrels to the Firepower Accessory Tool. Currently a hidden barrel is attached to firepower so that the bullets appear to always fly out from the top most barrel, and the barrels are linked to a 1DRotator to spin those barrels. I configured my controller to fire and spin the barrels at the same time but they are not in sync since the 1DRotator needs to first speed up to spin at a constant rate while the bullets start flying out immediately. I tried using delay but I can't seem to get perfect spin fire ratio going, especially when ging from full auto firing to single shots since the barrels spin starts to offset. Is there a better solution for rigging that up? a scripted controller or a better accessory tool then 1DRotator?
Sorry for the long list of questions, Thanks in advance,
Ivan