Rolller Coaster Ride!

Hey everyone, I was thinking of modelling a rollercoaster, so after looking up a tutorial at blendernations here, I decided to try it… Its a ‘ride through an abandoned mine’ and works on a curvepath railtrack, (bezier curves) and the rest, i.e., the walls, planks, and floor are made using the ‘dupliframes’ option. It works pretty nicely,(except the walls), but the problem is, that during the animation, everything, incluiding the plank, peice of floor and gateway thingy, move along with the camera, which really spoil the scene…I was hooping some of you might help me out… Here’s a screenshot:

Thanks!

P.S. Watch out for a roller coaster ride contest in the contest forums…Coming soon!! (hopefully!)

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I hoped somebody would help me…Please!

I think it has to do with path length or speed. If you look at the IPO of a path you will see that it has a speed of 100. Try deleting that and see if it fixes it. It does look like a good rollercoster though! Good luck!!

If everything is moving with the camera then it is probably parented to it. Select everything thats moving plus the camera and press ALT-P to clear the parent.

Seems like a great idea! I’ve had a quick go at modeling some track, I created 1 piece created an array and set it to follow a curve (i expect this is how you’ve done it also)

Only thing I am struggling with is I cant get the track to ‘bank’. I tried to do something like this once before but never managed it. Must be some way?!

Thank you guys…hope you like the idea for the competition…
Dudebot: Thanks… that really made me feel better about this!
Midgetmike: Thanks, but it didnt work… It removed the dupliframes. Since i made them using that, I couldn’t do it.
Odeas: Why dont you just select the part of the track to bank, and then rotate it a bit? It worked for me…if you add a few more points to manipulate in the bezier curve, you can get a better shape. And yeah, I did do it the same way.

Nice work guys! You’re on for that contest!

I’m trying to rotate the curve the track follows to make it bank as rotating the actual track piece would cause it to bank for the full array of track?

Would it be possible to post a simple .blend showing me how you’ve managed it?
Thanks for the help!

Ooo I managed it and its so easy when you know how!

The area of the curve you want to ‘bank’ select the point of the curve and press the ‘T’ key.

Its that easy! Not sure if this is how you did yours but damn that makes life easy compared to earlier! Found this out following a page with regards to a plane flythrough tutorial.

Alright Cool! But this thread is dying out…:frowning: And i dont know why, but for some reason goofster isnt replying…(he’s probably too busy). Maybe some of you guys could PM him?Cuz until then, no compettition!!:frowning:

P.S. I still havent got my question answered! How do you make the dupliframed objects stay in place while the camera moves ahead? (Without clearing parent, as that removes the dupliframes)

Thanks again

Ah let me re-find the another coaster tutorial I found. It had mention of something like that!

A coaster comp would be cool. Only major thing I’m having issues with now is the twist curves create when they align to the Z axis.

I’ve manages to tackle this for things like loops by rotating the Z axis 90 degree’s but then any turns suffer from the twist effect :frowning:

I didnt exactly follow the tutorial as I didnt bother with dupliframes at all.

Instead I just created a few arrays (1 for the track beams, 1 for the support beams)
Then set both arrays to follow the same curve as the tracks.

Attached blend so you can see

Attachments

mines.blend (155 KB)

Wow! Thanks for the blend file; its extremely cool! I love the way you’ve done it and all, but being sort of a newbie, i cudn’t understand “arrays” and stuff. I think its a modifier? I dont know and i was hoping you could help me. Thanks.

Btw, As for the competition, i think that if enough people second it, then it should work. Please contact a moderator/Administrator!! Even if one of you host it, that shouldn’t be a problem, so please somebody, anybody talk to someone!!

Yeah your correct in thinking that an array is a modifier.

All an array does in the way I’ve used it is essentially duplicate the object in the direction you set with the X,Y and Z boxes and count being the number of times its duplicated, with the number in each box deciding how far in that direction the object will be from the original with 1 being the objects exact amount along that axis. eg, 1.5 being 1 and a half of the original. (hope this makes sense!) Then with the array set up tell the whole thing to follow a curve :slight_smile:

It also means if you decide you want to change all the objects in the array, just changing the first object will change the rest.

Yeah okay, thanks I’ve understood now! I’ll definitely be using this modifier from now on…It sounds interesting!

Hell yeah, what odeas said about array modifiers, that would be awesome if you could get them working right. You could make all kinds of rides. I got your blendfile and everything has particles all over it… wtf?

Keep blending!