Im animating a shipbattle and want to animate the canonshots inbetween. The project is unfortunatly above 150mb at this point. I have a canon model, seperated into a stand, the canonbarrel and a sphere as canonball (sub-parented in that order to copy the movement of the shipmesh). The canonstand and -barrel are animated (pushing back and launching the barrel in the air
I thought of several ways but run into different problems with them, so i wonder what would be the tech-best way to approach:
- have a bezier spline attached to the canon and have a follow-path constraint on the canonball [the position of the canonball is messed up due to the path moving along the ship, it doesnt track to the path but somewhere off in the distance]
- active rigid body on the canonball(sphere) and passive on the canonbarrel (full mesh), have animated checked and a keyframed forcefield in the back of the canon to launch the shot. [ridig bodys doesnt seem to work at all on childs of a moving object?!? more below]
- particle system in the canon, forcefield on the target ship. [i cannot animate smoke due to particles have no interaction with smoke domains. also controlling the launches is hard with keyframes on the particle system]
are there more possibilities? rigid body seems to be the obvious best solution but it seems pretty messy. i can get it partially working when i start the rigid body world on frame 1 but i need it to start on frame 5400-5600 on moving meshes, which just does nothing (no gravity, no forcefields, just parent-movement). i also would love to use the 3 canon-related meshes in an action together so far i can only do that for the animation of the canon itself, not the shot. the solution doesnt need to be very much dynamic due to only beeing 4 shots fired in the animation (2 of those mirrored-meshes).