sockstar85
11-17-2009, 01:49 AM
I've got a scene where a car is drifting around a corner, hitting a fire hydrant, then sliding into a light pole. The car model has many separate pieces of geometry that are all grouped together and controlled using curves. I rigged the car to have controls to control the Y Translate of each wheel, another to control to control the X and Z rotation and Y Translation of the body of the car, and one more curve that everything is parented to and I use that as my translate control.
I have the car set on a motion path and I keyed the Y Rotation of the translate control so that as it follows the motion path it looks like it's sliding and drifting around the corner. I know I want the hydrant to be an active rigid body so when the car hits it it does its own thing. The question I had is I want the car to follow the motion path, be a passive rigid body so it can hit the hydrant, but I want it to become an active rigid body as it hits the pole. How can I link all the pieces of geometry together so they will all act together as it hits the pole? Basically so I don't get a bunch of car pieces just flying randomly all over the scene.
I have the car set on a motion path and I keyed the Y Rotation of the translate control so that as it follows the motion path it looks like it's sliding and drifting around the corner. I know I want the hydrant to be an active rigid body so when the car hits it it does its own thing. The question I had is I want the car to follow the motion path, be a passive rigid body so it can hit the hydrant, but I want it to become an active rigid body as it hits the pole. How can I link all the pieces of geometry together so they will all act together as it hits the pole? Basically so I don't get a bunch of car pieces just flying randomly all over the scene.
