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physics for characters #109599
01/29/07 01:46
01/29/07 01:46
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline OP
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sueds  Offline OP
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S

Joined: Jan 2007
Posts: 230
london uk/ paris
Is it possible for the characters to match perctly the ground ? Do i've to get newton for that or it's need to script.

Re: physics for characters [Re: sueds] #109600
01/29/07 12:24
01/29/07 12:24
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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Posts: 2,247
Deutsch Niedersachsen
Which GS version???
What do you mean??


Formally known as Omega
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Re: physics for characters [Re: Puppeteer] #109601
01/29/07 14:16
01/29/07 14:16
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline OP
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sueds  Offline OP
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london uk/ paris
I'm talking about A6.3

I need to know if it's possible to use something else than box for colision detection because when the level of ground change the character seems to fly and his feet don't match to the ground. And it's the same thing for close combat.

regards

Re: physics for characters [Re: sueds] #109602
01/29/07 15:38
01/29/07 15:38
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
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Puppeteer  Offline
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my.polygon = on;


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: physics for characters [Re: Puppeteer] #109603
01/30/07 02:23
01/30/07 02:23
Joined: Jan 2007
Posts: 230
london uk/ paris
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sueds Offline OP
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sueds  Offline OP
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london uk/ paris
my.polygon=on ?

Is it works for my version of A6 ?

It supose to replace boxes in the colission detection
oki


I'll check this ...

Re: physics for characters [Re: sueds] #109604
01/30/07 07:15
01/30/07 07:15
Joined: Aug 2003
Posts: 511
Hilden in Germany
RobH Offline
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RobH  Offline
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Joined: Aug 2003
Posts: 511
Hilden in Germany
What version of A6 are you using?

Re: physics for characters [Re: RobH] #109605
01/31/07 14:08
01/31/07 14:08
Joined: Jan 2007
Posts: 230
london uk/ paris
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sueds Offline OP
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sueds  Offline OP
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london uk/ paris
I'm using a6 commercial

Re: physics for characters [Re: sueds] #109606
01/31/07 15:32
01/31/07 15:32
Joined: Jan 2007
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Puppeteer Offline
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Puppeteer  Offline
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yes, itll work!


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: physics for characters [Re: Puppeteer] #109607
01/31/07 18:15
01/31/07 18:15
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
You should never set my.polygon on for moving actors ... Correct physics for characters need a script which uses c_move, look in the manual for a good example.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: physics for characters [Re: PHeMoX] #109608
02/02/07 18:08
02/02/07 18:08
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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Berlin
You can get polygon exact colision for an animated model if you make for every "bone" a collision hull. I am using that for my animation studio and it works perfect.

Just move and rotate the hull with the bone and every "shot" with c-trace will hit perfect.


:L

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