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Post by epikhbk1 on Jun 22, 2015 2:12:25 GMT
So, in my project, I'm messing with the orientation of a car, and I'm having difficulties. I'm trying to have it so that when the car is airbourne, it doesn't flip around, roll, or dive, but it stays straight forward it it's current Y orientation, leaving X and Z at 0. Well, what I didn't notice was that in 3drad, instead of using a negative Y, to turn the car to the opposite direction(Front to back) they change the X and Z as well, So what I've noted for the Y axis' orientation is this:
Positive Y: 10 = 10
20 = 20
30 = 30
40 = 40
50 = 50
60 = 60
70 = 70
80 = 80
90 = 90
Negative Y: 100 = 80
110 = 70
120 = 60
130 = 50
140 = 40
150 = 30
160 = 20
170 = 10
180 = -5.00925e-006
I don't know if I'm making any sense here, since it's kind of hard to explain, but how would I get my script to let the car's orientation to stay on the Negative Y axis if it stops at 90 on the Positive Y? I'll post a video for better understanding.
As you see, my car does not flip or roll, but it's stuck in it's Y orientation as desired when driving north, but as soon as I go south, and into the air, the car instantly flips to the wrong Y orientation.
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Post by Power Supersport on Jun 27, 2015 9:46:32 GMT
Use: RadMath... I couldn't find it's source... I think that description is in the projects... Attachments:RadMath.zip (15.73 KB)
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