Ferris wheel type problem

Blitz3D Forums/Blitz3D Programming/Ferris wheel type problem

GR(Posted 2004) [#1]
Anybody have an idea how to rotate an object while the child entities remain in a position relative to the world and not the parent object, something like a ferris wheel? The big wheel turns but the cars remain upright.

Thanks.


sswift(Posted 2004) [#2]
Don't parent the seats to the wheel. Parent pivots to the wheel, and then each update move the seats to the global location of the pivot.


daaan(Posted 2004) [#3]
easy,
parent them all to the wheel and then just call RotateEntity whichCar,0,0,0
it should work...and if it doesn't...just go with what swift said, thats a good idea too.