When I saw the new moving platforms you can attach scenery to I was exstatic. Finally we can create our own animatronics and animated scenery to create new immersive rides.
Working with these moving parts I'm a little dissanpointed although they are very powerfull. Still they are very limited in use...
So here are my wishes for (custom) animatronics in the future. I devided my thoughts in 4 overarching topics for better readablilty.
A. Thoughts on the new "moving platforms"
The new moving platforms a very powerfull addition to PlanCo2. The first time we can create moving walls and enviroments.
Still I have some thoughts on them.
1. They are quite big. If you build more intricate moving scenery pieces it can be hard to hide the moving patforms. An easy fix would be smaller moving platforms with the same functionality. (For now the rotating platform is 1 m in length and more than 1 m in diameter on the base...)
2. For now there are hardcoded movement options that are very limited. It would be nice to have full control over the movement (range of motion (degrees and distance), speed, duration, start and stop).
B. Thoughts on the "event sequencer"
The eventsequencer is not that good... Although the new timeline makes it very easy to read the functionlallty seems to be a downgrade compared to PlaCo1.
1. For better readability I'd like to have folders (expandable and retractable) to structure my animation queues.
2. I wish I could select and configure animations for the triggered object from the sequencer tab directly. In this veine please add the functionallity to play more than one animationtype for an object. (For now you can select an animation for a animatronic that can be turned on and off. You can't switch to another animation on the fly.)
C. Humanoid animatronics
I played PlanCo1 extensively and I used the humanoid animatronics in many of my builds. Still the humanoid animatronics were very one-use... For now there are no humaniod animatronics in PlanCo2.
I propose a highly customizalble system for the future.
1. Appearance: Since there is a clothing system already in the game (for the guests) I would love a similar system for humanoid animatronics. Place an animatronic and then change clothes and appearance to your liking. This prevents the animatronics tab in the browser from getting too cluttered, too (like when the Studio DLC for PlanCo2 came out).
2. Custom animations: Appart from provided animations it would be great if we could create our own animations using an keyframe system and animation bones. The editor could be structured similar to the "event sequencer". And of course it must be possible to save these animation seperate from the animatronic to enable use in other animatronics. This system could be used for other animatronics like animals, too.
The operating costs could vary greatly depending in the complexity of the animatronic (bones) and its animation (keyframes).
D. Fully custom animatronics
I'm working on a reimagining of "Expedition Everest" for the last weeks. For now I'm using the moving platforms to animate a yeti build with basic shapes. But it's a pain.
I would love to have a system to create a bone structure, attach scenery to it and animate it with keyframes - going back on the custom animations for humanoid animatronics. The possiblilities woudld be endless - literally!
The operating costs could vary greatly depending in the complexity of the animatronic (bones) and its animation (keyframes).
Working with these moving parts I'm a little dissanpointed although they are very powerfull. Still they are very limited in use...
So here are my wishes for (custom) animatronics in the future. I devided my thoughts in 4 overarching topics for better readablilty.
A. Thoughts on the new "moving platforms"
The new moving platforms a very powerfull addition to PlanCo2. The first time we can create moving walls and enviroments.
Still I have some thoughts on them.
1. They are quite big. If you build more intricate moving scenery pieces it can be hard to hide the moving patforms. An easy fix would be smaller moving platforms with the same functionality. (For now the rotating platform is 1 m in length and more than 1 m in diameter on the base...)
2. For now there are hardcoded movement options that are very limited. It would be nice to have full control over the movement (range of motion (degrees and distance), speed, duration, start and stop).
B. Thoughts on the "event sequencer"
The eventsequencer is not that good... Although the new timeline makes it very easy to read the functionlallty seems to be a downgrade compared to PlaCo1.
1. For better readability I'd like to have folders (expandable and retractable) to structure my animation queues.
2. I wish I could select and configure animations for the triggered object from the sequencer tab directly. In this veine please add the functionallity to play more than one animationtype for an object. (For now you can select an animation for a animatronic that can be turned on and off. You can't switch to another animation on the fly.)
C. Humanoid animatronics
I played PlanCo1 extensively and I used the humanoid animatronics in many of my builds. Still the humanoid animatronics were very one-use... For now there are no humaniod animatronics in PlanCo2.
I propose a highly customizalble system for the future.
1. Appearance: Since there is a clothing system already in the game (for the guests) I would love a similar system for humanoid animatronics. Place an animatronic and then change clothes and appearance to your liking. This prevents the animatronics tab in the browser from getting too cluttered, too (like when the Studio DLC for PlanCo2 came out).
2. Custom animations: Appart from provided animations it would be great if we could create our own animations using an keyframe system and animation bones. The editor could be structured similar to the "event sequencer". And of course it must be possible to save these animation seperate from the animatronic to enable use in other animatronics. This system could be used for other animatronics like animals, too.
The operating costs could vary greatly depending in the complexity of the animatronic (bones) and its animation (keyframes).
D. Fully custom animatronics
I'm working on a reimagining of "Expedition Everest" for the last weeks. For now I'm using the moving platforms to animate a yeti build with basic shapes. But it's a pain.
I would love to have a system to create a bone structure, attach scenery to it and animate it with keyframes - going back on the custom animations for humanoid animatronics. The possiblilities woudld be endless - literally!
The operating costs could vary greatly depending in the complexity of the animatronic (bones) and its animation (keyframes).
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