I'm curious about what exactly your expression does - but I have a suggestion. I have done quite a few things just like this. I'd suggest putting a VT on each corner and placing a ranger directly under it. Then have an expression for each corner that basically takes in the ranger value and spits out a thrust which you wire to the Z of the VT.
Thrust = (TargetZ - RangerDist)*Mul1 + $Ranger*Mul2
Change Mul 1 and 2 to fine tune it, make Mul on VTs 1 unless you want to use that to multiply the overall force.
Also, check out Orb's tutorials


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