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| | #1 (permalink) |
| SFM Nugget Realname: johan Join Date: Jun 2006
Posts: 13
| moving phaser object question hi im pretty new at 3ds max, and now ive desided to try to make a short clip of a ship fight. Im having problems with the posision of the cylinder i use as a phaser beam, i want the cylinder to be linked with two moving objects, problem is i can't get the cylinder to stay put on both of the moving objects at the same time, any help would be much appreciated! hmm like 2 spheres and a cylinder between them, i want the cylinder to follow em both! when they move |
| Last edited by booa; 04-02-2008 at 09:55 PM. | |
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| | #2 (permalink) |
| SFM Obsessed | Check out "Linked Xform" in the help |
| unofficial speed modelling challenge #1 - Communication devices My random WIP thread which includes some hints and tips on modelling which _may_ be useful for the link above...! | |
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| | #6 (permalink) |
| Sensei Join Date: May 2006 Age: 26
Posts: 430
| Well, this can be done a couple of different ways. The Easiest is to create a LookAt rotation controller. Now by default this would lookat the center of whatever object you tag it to (IE the transform gizmo) so you'll want to have it look at a dummy instead. You then link the object to the first ship ( with the base of the cylinder at the fire point) and the dummy object to the other ship. You can even move the dummy independently from the other ship to do strafing attacks. Multiple shots? Have the dummy jump to different locations on the enemy ship while fading your phaser in and out. |
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| | #8 (permalink) |
| SFM Nugget Realname: Ndege Join Date: Oct 2006
Posts: 98
| Yes. Scripting or wiring can do that. The easiest way I can think of is to add an Expose Transform helper and have it "expose" your phaser emitter dummy node. Then set its Local Reference Node to the target dummy to get a "distance to reference" value. Wire the phaser cylinder Height value to the Expose Transform distance value. If you set up a Look at controller like Howard suggests the cylinder should point at, and span, the distance between the emitter and target no matter where you move them in your scene. |
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