#can someone help me with understanding
1 messages · Page 1 of 1 (latest)
so I have a mech dude and the cockpit rotates independently of the chassis (wheels, treads, legs, whatever it is). I have the cockpit rotation working no problem
Use inverse kinematics for the head to look at the camera target
Or I think it's called "multi-aim constraint" in the animation rigging package
oh I actually have that part working correctly, I'm using an asset for the camera, and the camera is always pointed in the same direction as the cockpit which is nice that it actually works 😄 my problem rn is with the chassis
What's your problem then
when I hold left when holding the mouse still, I want my cockpit to remain in place and for the wheels to start driving to the left. (it will have to follow a specific path but I'm more worried about getting the initial angle correct.)
so if you hold up and left (or W+A) it would start driving towards (-1, 1) on a plane
I'm actually confusing myself by talking about it, I feel like I'm almost describing pathfinding
the left relative to the camera? Or the left relative to the body?
relative to the body
that's all you need to answer
You sure?
Because then when the body turns
left turns more
such that you will travel in a circle any time you go left
is that intended?
do you want tank controls?
yeah kinda like tank controls
Where left rotates, and forward goes forward
that's easy enough
just rotate the body when pressing right/left
and move forward/back when pressing forward/back
is this the same thing? https://youtu.be/MzcIcqi341c?t=1211
(timestamp included) – the player is holding up and left on the joystick to move in that direction
Chromehounds - Gameplay Xbox 360 (2006)
Subscribe: http://goo.gl/01dGfm
Chromehounds is a 2006 mech simulator video game developed by FromSoftware and published by Sega for the Xbox 360. The game is set in an alternate universe where mecha known as HOUNDs battle for control of Neroimus, a fictional region near the Black Sea. Chromehounds featu...
That movement is relative to the camera then
not to the body
ahhhhhhh ok. sorry, I'm awful with understanding things in a physical space