A little bit of background...
Yeah, hey I had a problem today. After thinking for hours on how to set up my character (a rolling ball) I figured out how to do it. First thing was to make the ball mesh...but wait! I can't attach to a static mesh...
Well I thought about it for a while, and eventually I just dropped an interpactor for my static mesh of a ball and attached it to a GamePawn. Yay! On to my next thing.
So I figured out a way to rotate the ball, but I need to do that in Kismet, and its not working.
Start reading here for the problem:
Basically I created a 5 second animation with keyframe at 0 having rotation at 0, keyframe 1.5 having it at 180 and keyframe 3 having it at 360 again. Perfect right? Except when I play it it does all these wierd rotations left and right (wobbly kind of) that are evidenced none whatsoever in my matinee sequence. I remembered I had this problem on Max when trying to do a rotation of a gear, and I researched and found something called Gimbal Lock, so this may or may not be my problem.
Any suggestions or solutions? I'm stumped.
Yeah, hey I had a problem today. After thinking for hours on how to set up my character (a rolling ball) I figured out how to do it. First thing was to make the ball mesh...but wait! I can't attach to a static mesh...

So I figured out a way to rotate the ball, but I need to do that in Kismet, and its not working.
Start reading here for the problem:
Basically I created a 5 second animation with keyframe at 0 having rotation at 0, keyframe 1.5 having it at 180 and keyframe 3 having it at 360 again. Perfect right? Except when I play it it does all these wierd rotations left and right (wobbly kind of) that are evidenced none whatsoever in my matinee sequence. I remembered I had this problem on Max when trying to do a rotation of a gear, and I researched and found something called Gimbal Lock, so this may or may not be my problem.
Any suggestions or solutions? I'm stumped.
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