Saturday, November 21, 2015

Day 90: Attachment and Mystic Moving Object Thingies

Today was another day of good capstone progress! I worked with the objects whose behavior was activated by the beacon from yesterday, namely mystically moving objects. These objects block like platforms but ignore physics, so I could control their movement and rotation via interpoloation. Unfortunately, due to the Euler-angle focused rotation, I had to constrain the rotation of at least the pitch to below 90 degrees.

The good part about these objects, though, is that they can be referenced by a grouping object that can activate them all at will. I applied the same to the nodes so the producers can easily see them.

Next up was a tricky part; the pushing was not a desirable moving strategy, so the next effort was to attach them directly to the player. If the player just snap-attached them from wherever they were standing, there was a danger of the force propelling the player at a ridiculous speed, so I put an attachment point slightly ahead of the character, a placement distance, and disabled physics for the node when attaching. Even so, I had to change up some things (no locking movement anymore, just extreme linear damping) because the node would remember its previous z position and snap back into place.





Next up? They really like the idea of a black hole; thankfully, this is where undergrad experience comes in.

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