Hi all,
Thanks for the replies!
I am torn between changing now, as I would be using 3DSMAX for modelling (I'm not keen on Blender as a modelling tool, and MAX importing is a doddle in Unity) and Unity plus Playmaker has some nice features. But I have started to look at the action api to see what parallels it has with Blender (plus researching demos etc) and I cannot see an easy way of doing magnetic F-zero style cars. Thus, new question time!
I would be making good use of the raycastinfo action, what does the normal return as a variable? Is it the angle of the polys normal?
If the above is true, how could I apply this angle to the car? I assume passing it to the cars delta rotation would work?
I can disable gravity on the car, and instead use a local -z force of 9.8? The car would also need to be fixed at a certain distance from the track, by using get distance I could have if >5 add -ve force (e.g.), but is there a constraint that does this automatically?
Lastly, auto levelling- I have researched this and found solutions that involve using four or more corner thrusters to push an object level- but again, is there a constraint to automatically do this?
Don't get me wrong, from what I can see Unity is powerful (the particle functions are fantastic and the engine is better optimised) but for this project, Blender seems to have features that do the above (i.e., material physics that push on objects, autolevelling objects, fixed distance constraints).
As far as Playmaker goes, is there a demo or project that has the above working I can look at and see work?
As always
Cheers!