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Re: Tanks physics [Re: 3run] #343977
10/12/10 15:15
10/12/10 15:15
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Well, in fact you can make some animated chains and import the animation also , and use some simple box collision, depending
on the terrain if it is flat or not !

Re: Tanks physics [Re: ratchet] #343979
10/12/10 15:17
10/12/10 15:17
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
The thing is, that I don't want to use "c_move" for that. I want it to be physical. I've already made the one with "c_move", works very well, but not as I want it to.


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Re: Tanks physics [Re: 3run] #343992
10/12/10 17:33
10/12/10 17:33
Joined: Nov 2008
Posts: 216
J
jane Offline
Member
jane  Offline
Member
J

Joined: Nov 2008
Posts: 216
with my method you can use the wheels-physic. the positions of the pathpoints
set in the script in a while-loop and move the passable chain-parts from
pathpoint to pathpoint. its a little bit tricky but will look very
realistic.

Re: Tanks physics [Re: jane] #343998
10/12/10 18:04
10/12/10 18:04
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,377
Caucasus
Look at the example from Quadrax. That looks really realistic laugh Thank you all for you help guys, I really appreciate it laugh


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