I am working on a new ship model (for an upcoming animation) that is to use thrust vectoring. I have used bones and expressions to make one engine have the inverse pitch of the other. This would be sufficient if I were only going for making a sprite. However, I want to do a full 3D animation, and I want the engines to respond not to key frames, but to the change in banking. Thus, I want to write an expression that relates the pitch of the engines to the change in banking a certain number of frames ahead (thus I need to get the pitch expressions of the bones to relate to the derivative of the ship's banking channel a few frames ahead). I could write this mathematically, but I can't seem to figure out how to enter this into the expression editor. The other thing that I want to do is to relate the pitch of the bones (of the engines) to the derivative of the pitch a few frames ahead of the current position (this would make the engines point up or down together to pitch the craft up or down). Once again my problem is the same, I do not know how to put this into the expression editor.
If anyone knows how (perhaps you pipeline, you did the Starbridge's thrust vectoring), or if anyone knows a book or website that could tell me this, please, inform me. I am very eager to get this to work.
Joe
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