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D2k   Posted 19th Nov 2007 2:14am
L4Y Member
Post 1393 / 1923

Lol spikey, i saw you you were twitching around trying to compensate for the rotation.
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Spikey2005   Posted 19th Nov 2007 3:27am
L4Y Member
Post 927 / 2126

Yep indeed, Like you said, it does cause a good glitch
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Enforce   Posted 24th Nov 2007 12:08am
L4Y Member
Post 170 / 312

Hmm it seems clear to me there are certain limitations, for if I want the coal cart to go forward and then come to a big bend and turn around the track and reach the other end, then stop for a while, then reverse back and turn around the track to the start again so it ping-pongs back and forth, then I have to define another rotating keyframe at the other end of the track and prob have to reverse the values of the first one. I'll try that to see if it works.

But when I try something more complicated to put in more than two rotating keyframes,
to want more than one bend in a track, then the mover starts to fall to pieces upon the
rotation.....

Someone should try to do a looped track to see if they can rotate the mover 3-4
times around the bends of the track. Then once we know if a loop can be done
we should beable to do multiple bends.
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goober   Posted 24th Nov 2007 12:23am
L4Y Member
Post 6209 / 265

it'll work. You just have to add the mover to the new group AFTER the keyframes are made - not before.
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Enforce   Posted 24th Nov 2007 2:31am
L4Y Member
Post 172 / 312

So you're saying I need to add in all my keyframe rotations into my main
group to make all the keyframe rotations to work properly for that mover?

Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Nov 24th, 04:29am by Enforce
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