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Center of Mass #310993
02/18/10 03:39
02/18/10 03:39
Joined: Feb 2008
Posts: 18
davinski Offline OP
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davinski  Offline OP
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Hey Community
i have a short question is it possible to give a object a different center of mass for example you have a model and in reality its heavier like at its feet so the center of mass is not in the actual center of the object, so can you change to center of mass so that the mass is focused on another point or do you guys have a trick to make a model heavier at its feet?
Thx CodeWarrior


GameStudio A7 Extra
ultitech - Ultimative Technology
Re: Center of Mass [Re: davinski] #311111
02/18/10 16:39
02/18/10 16:39
Joined: Aug 2009
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painkiller Offline
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painkiller  Offline
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Hi,
to change the mass' center I only know to change in the function phent_setmass ( entity, var mass, var hulltype ); through the different types of hull and you get different center of mass, but i don't know if you can set a mass' center manually.

Last edited by painkiller; 02/18/10 16:39.

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Re: Center of Mass [Re: painkiller] #311113
02/18/10 16:43
02/18/10 16:43
Joined: Feb 2010
Posts: 457
Norfolk,England
mikaldinho Offline
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mikaldinho  Offline
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Originally Posted By: painkiller

function phent_setmass ( entity, var mass, var hulltype );.

could you quote what something you are holding? E.G sword?

Last edited by mikaldinho; 02/18/10 16:53.
Re: Center of Mass [Re: mikaldinho] #311117
02/18/10 16:48
02/18/10 16:48
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painkiller Offline
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painkiller  Offline
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sorry, I don't understand your question


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Re: Center of Mass [Re: painkiller] #311118
02/18/10 16:52
02/18/10 16:52
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Posts: 457
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mikaldinho Offline
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mikaldinho  Offline
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is it possible to set the mass to something you are holding?

Re: Center of Mass [Re: mikaldinho] #311125
02/18/10 17:07
02/18/10 17:07
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painkiller Offline
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painkiller  Offline
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yes, but the entity that holds the object must be also a physics entity and you have to set constraits, here you have more info about it: http://www.conitec.net/beta/ph_constraints.htm


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Re: Center of Mass [Re: painkiller] #311127
02/18/10 17:11
02/18/10 17:11
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Posts: 457
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mikaldinho Offline
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mikaldinho  Offline
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thanks fo the link m8.

Re: Center of Mass [Re: mikaldinho] #311240
02/19/10 02:21
02/19/10 02:21
Joined: Feb 2008
Posts: 18
davinski Offline OP
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davinski  Offline OP
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@painkiller
thanks for the reply
c my problem is that i want to make a racing game with good physics 4 the cars, means they should be heavier where the engine is so that they dont flip over too easily. Since now I have the car body and 4 wheels physicly being attached to the car. But the car still flips over to easy any advise?


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ultitech - Ultimative Technology
Re: Center of Mass [Re: davinski] #311277
02/19/10 11:24
02/19/10 11:24
Joined: Feb 2010
Posts: 457
Norfolk,England
mikaldinho Offline
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mikaldinho  Offline
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you could find a way of making the car weight =1

engine=0.35
body=0.55
wheels=0.1

please note these are only examples, you dont need to keep them as they are.

Re: Center of Mass [Re: mikaldinho] #311500
02/20/10 03:42
02/20/10 03:42
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Posts: 18
davinski Offline OP
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davinski  Offline OP
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so make them as extra parts? I mean split the car up in engine, body and wheels?


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