Alice Community  

Go Back   Alice Community > Alice 2 > How do I...?

Reply
 
Thread Tools Display Modes
Sticking an object to another but still move part seperatly?
Old
proscure
Guest
 
Status:
Posts: n/a
Default Sticking an object to another but still move part seperatly? - 09-25-2008, 08:25 AM

Hey,

How do I make an object stick to another, but not to make the same turns as the other object?

Cause I want to make 1 object(person, acrobat) to stick around a circle (I've already assigned it as as a vehicle) but not to make him go upside down when the circle turns, and to let him face the camera . So it'll look like hes walking in and round the circle.

Last edited by proscure; 09-25-2008 at 08:29 AM.
   
Reply With Quote
um
Old
rich0e0rick
Senior Member
 
rich0e0rick's Avatar
 
Status: Offline
Posts: 141
Join Date: Jan 2008
Location: Sturgeon Falls
Question um - 09-25-2008, 01:11 PM

did you try to let it vehicle to the circle, but when the circle turns, the acrobat does THE OPPOSITE action, therefore staying in place?

rick


im back!!! FINNALY!!! got windows working on my mac again!!!
   
Reply With Quote
Old
DrJim
Guest
 
Status:
Posts: n/a
Default 09-26-2008, 05:56 AM

The other approach is to use a dummy object or simple (not showing) shape to define the main movement, then make it the vehicle for the other objects and have them act independently as needed.
   
Reply With Quote
Old
Chris101b
Senior Member
 
Chris101b's Avatar
 
Status: Offline
Posts: 361
Join Date: Jun 2007
Default 09-26-2008, 11:38 AM

Not sure exactly what you are saying, but Ill try to explain. You don't have to make things vehicled to each other for the entire movie. You can actually drag the vehicle box into the movie and make the man vehicle and then stop being vehicled to the circle whenever you want it to. Just change it from "man vehicle to circle" to "man vehicle to entire world"
   
Reply With Quote
Old
mbare
Guest
 
Status:
Posts: n/a
Default 09-15-2010, 04:54 AM

I'd not seen this post prior to my trying to do the exercise. So rather than set a vehicle object and rotate the opposite to the ball, is there a way to have the attached file work?

I've set the number "rollDistance" in the main method as a random number

The toyball.realisticRoll distance is set to the "rollDistance"

The fidgetSaturndance.walk distance is set to the "rollDistance"

The problems I'm having are

1) the acrobat and the ball distance do not travel the same distance
2) before the ball states how far it has rolled, fidgetSaturndance, takes off again traveling X number of meters. 1 and 2 meters it seems to work but 3 and 3 fidget runs off into the distance.
3) fidgetSaturndance does not stay inline with the ball. I've orientated both the ball and fidgetSaturndance to each other.

The move distance in the fidgetSaturndance.walk is based off the rollDistance so I'm not sure why they are not matching.

Any assistance would be greatly appreciated.

m.j.
Attached Files
File Type: a2w bm_CH06-EC01-acrobatsRollingBall.a2w (1.44 MB, 13 views)
   
Reply With Quote
Old
debussybunny563
Senior Member
 
debussybunny563's Avatar
 
Status: Offline
Posts: 852
Join Date: May 2010
Arrow 09-15-2010, 02:44 PM

Quote:
Originally Posted by mbare View Post
I'd not seen this post prior to my trying to do the exercise. So rather than set a vehicle object and rotate the opposite to the ball, is there a way to have the attached file work?

I've set the number "rollDistance" in the main method as a random number

The toyball.realisticRoll distance is set to the "rollDistance"

The fidgetSaturndance.walk distance is set to the "rollDistance"

The problems I'm having are

1) the acrobat and the ball distance do not travel the same distance
2) before the ball states how far it has rolled, fidgetSaturndance, takes off again traveling X number of meters. 1 and 2 meters it seems to work but 3 and 3 fidget runs off into the distance.
3) fidgetSaturndance does not stay inline with the ball. I've orientated both the ball and fidgetSaturndance to each other.

The move distance in the fidgetSaturndance.walk is based off the rollDistance so I'm not sure why they are not matching.

Any assistance would be greatly appreciated.

m.j.
1. That's because in the ball's method, it moves asSeenBy the ground, while it's asSeenBy none for the acrobat.

2. That's because you have the entire method for the fidget loop rollDistance times, so obviously if it is 3, then he'll move forward 3 times.

3. Fixed if you change the fidget's move forward into asSeenBy ground, so they are referencing their movements to the same object.


Here's the file:
Attached Files
File Type: a2w bm_CH06-EC01-acrobatsRollingBall.a2w (1.44 MB, 14 views)


Last edited by debussybunny563; 12-21-2012 at 12:00 AM.

|--------------------------------------------------------------------------------------------------|
|Link to weapons collection: http://www.alice.org/community/showthread.php?t=7368 |
|--------------------------------------------------------------------------------------------------|

I have been dead for quite some time now; not much hope for resurrection.
   
Reply With Quote
Thank you
Old
mbare
Guest
 
Status:
Posts: n/a
Talking Thank you - 09-16-2010, 05:27 AM

Thank you, your help is greatly appreciated. It is always the "silly stupid stuff" that trips one up.
   
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Copyright ©2019, Carnegie Mellon University
Alice 2.x 1999-2012, Alice 3.x 2008-2012, Carnegie Mellon University. All rights reserved.