Radial Arrow Shooter
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I have put together a patch that exploits the 3D Projector actor's feature of image offsets to create a radial pattern that displaces images giving the impression of firing arrows. It uses delayed triggers to create the radial distribution of the image files (arrowheads). However, this method lags in the formation of the radial image as the math produces some longer trigger delays when modifying the frequency of the rotations. Any advice to reduce the lag and present a more responsive control algorithm would be appreciated.
best wishes
bonemap
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Always great fun to see what your making.
I'll dig into the patch tonight. If I mess with it I'll repost.
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I rebuilt "Stage 1" using a few user actors I put together from creating orbits and trig based rotations.
Its a major departure from what you had, but I think you will appreciate it.
My personal approach would be to run as few generators as possible. I just find it less confusing.
I added a couple 'absolute value' actors (renamed) to show a few settings that are now available.You can see that the spread between arrows, can now be calculated as a function of the number of active arrows.
This method would allow you to encapsulate the arrow players, and turn on or off different numbers of them, and adjust the spread between (a smoother actor can make this look very nice)This isn't to far from what I did as a proof of concept in this video: Into the Grid
There the grid placement is calculated and 'spread' into different layouts. -
can't seem to include the file.
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Hi Ryan,
That's remarkable! I need more math skills....
Best Wishes
bonemap
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Ah, I have to add the file to a piece of text as the file link.
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@dusx said:
Its a major departure from what you had, but I think you will appreciate it
Hi Ryan,
Seeing how you have implemented the JS for the rotations is a great insight and will spark a whole new way of working for me. I am truly grateful for your time and wisdom.
Best wishes
bonemap
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it was fun to put together. I kind of feel like taking it further and mixing it with the grid patch I built previously.
Anyway, I'm glad to share. Your expertise with the particle actors has been an inspiration to me as well.