Hello. I have been trying to make a "ferris wheel" to smoothly rotate when I press a trigger using Kismet, but I cannot manage to find anything that help me on doing that. I have tried with "modify property" but it says it doesn't work. also with "set actor location" but it doesn't work either. The wheel never spin, turn or moves anyway, nor smoothly, nor discrete. I need suggestions, what could I be doing wrong?
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Rotating a wheel with Kismet
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I look there also, but is a little bit complex. I need the wheel to rotate certain degrees clockwise when I press one trigger and other quantity of degrees counter clockwise when I press another trigger. The sequence of movements alone can be overwhelming to make something like matinees and evaluate each state in order to play another matinee that agrees with the current state and the button pressed. A mathematical function is way too easy to do that instead. Or can I use Matinee to do such progressions?
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Is anyone able to post a solution to this?
I'm also trying to get this kind of functionality, and I'm not sure how to make it increment by a certain number of degrees each time the trigger is pressed.
Desired functionality:
1. player touches trigger
2. object rotates by 90 degrees (or whatever angle set by kismet) counter-clockwise
I attempted to do this with matinee at first, but that obviously won't work because it's just a fixed animation of rotation X to rotation Y, and I need this to accumulate.
I'm just not sure how to get the rotation vector from the object, modify it, and feed it back in as a desired rotation that the InterpActor object then attempts to go to (at a rate that I'll need to be able to adjust to make sure it's at just the right speed).
Any/all help is really appreciated. Cheers
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