Transform Component
This component is quite simple but opens up so many possibilities that are just unreasonably tedious with what we currently have.
Everyone is familiar with pistons and rotators, and we can use them to do useful things like static animations or dynamic transformations that can't be done with animations. Using chips is tedious creating the graphs to set position/rotation & transform. (Using chips also has it's caveat where interpolation between frames is absent. Executions aren't synced to the device frame rate. Additionally it sometimes executes the frame after causing a jitter effect even when the device fps is below the execution rate.)
Allthouughhhhh this could be solved if we get a frame-by-frame event receiver, yknow? Please? pLeAse? PLEASE PLEASE PLEASE PLEASE. -> Improved Delay Chip
Pistons and rotators (to my knowledge) have frame interpolation, resulting in a smooth transformation. This is very applicable when these components are attached to an object; where as using chips will result in jitter.
This superglued effect is what I'm after and a "Transform Component" would absolutely eliminate creating a 3 axis gimbal with rotators or a 3 axis transform using pistons. While these are neat, they are time consuming to create and understand.
The "Transform Component" would inherit properties of the piston and rotator such as:
- Play
- Stop
- Reverse
- Speed (As a vector3)
- Max Distance (As a vector3) | Distance (It's relative position to it's world orientation not it's position in the world.)
- Rotation (As a quaternion) | Speed (As euler angles or angular velocity.)
- Target Hit / Finished (Given an acceleration or speed for either transform type will output when it's hit the defined target.)
The component could have a world position or origin and the transform pivot where objects can be attached to. I think this would be a great addition or even replacement (although it may not be learner friendly) to what we currently have now, and can get around the limitations of 1 dimensional transformations.
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They could also just add this to the regular animation v2 chip and I would be incredibly happy
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Oh yeah the update 30hz is just a 2 frames tick, and a delays after delay event (if delay = 0) fires after 1 frame so you can use those combinations. If you are going to use this, I recommend calculating your own delta time because dividing the 30hz time by 2 can be quite inaccurate at times
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