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Stick a moveable sculpt to a non moveable one

  • SlyRowe2

    In past comments of MediaMolecule this is what I understand about groups, don't know if I'm wrong, but will gladly try and help.

    First, make the top part and the bottom part as non-moveable, before grouping them, make the top part as squishy as you want, then group the objects together and tweak the group to be moveable.

  • HalfUp

    Hey!

    Yeah I've read that around too! I gave it a shot but the problem with that method is that the base then becomes squashy, even though it's set to 0%.

    Once they're grouped, I think all of the sculpts take on the the physics with the highest percentage.
    So, even though the base it set to 0% sqaushyness, because it has been grouped with the top, with has 70% squashyness, it copies that.


    I appreciate the suggestion heaps though, thanks! :)

  • jgr9

    Yes, I'm wondering this as well. Just a ground floor and a squashy box. I don't want the box to move, but I'd like it to be squashy.

    I was also hoping that the physical squashing effect would be smoother when the player jumps on it, and I increased the Physics Quality of the block, but unfortunately, it jutters right in the middle. I might try tweaking it a little, but I'm not sure it's going to work out doing it the physical way.

    Also, to keep the block in place, I currently have an invisible square frame around it that the player can't see or collide with, but the block does collide with, so it sits inside the frame. That's what I have so far, but I'm hoping there's a more pinpoint way of doing it. It's the squashiness requiring it to be movable that's the problem here. Otherwise, having something stay put is easy.

    Do we have to use movers or animate it to keep it in place? I'm not sure that would work out how we need.

  • jgr9

    (Continued from below:) So now I'm trying something else while adding onto this test. It looks like when 2 immovable collidable objects come together, 1 with using a mover in my case, they pass right through eachother. They don't stop eachother.

    I get that this might be to cut down on crazy physics freakouts, but now we have to figure out another way to get an immovable object to stop against another immovable object? This makes it a lot more complicated than it should be, I think.

  • jgr9

    And it looks like a puppet can't kick around a ball sphere if it is even 1% Squashy, even with the puppet's collision shape all the way down to its feet. That's..... disappointing. It can be bouncy at least, but an even 1% squashy object doesn't seem to be kickable.

  • jgr9

    And yes, I just made a giant bowl of bouncy balls (or bouncy coco puffs) and it was glorious. :D

    I put enough to make the game slow to life half speed, but I was surprised at how smooth it played still. Maybe I didn't go far enough. :P

    I still haven't figured out how to check the thermometers yet. I only see them appear for a moment at seemingly random times and I can't figure out how you actually bring them up.

  • Schlomonator

    This is driving me mad currently. I'm trying to have an apple with a worm sticking out, and the worm should be squashy. I've tried various settings combinations, but either the grouped objects don't stay together, or the apple is squashy too and gets deformed as soon as I hit Play. It becomes flattened even before it touches the ground, it really doesn't look like this is the intended behavior.

  • jgr9

    If grouping doesn't work, we need a method of pinning squashy objects to an exact location (or in relation to an immovable object).

    And it would've been nice if squashy objects were kickable by puppets (with collision shape adjusted accordingly), but sadly I think that's unlikely to happen. Bouncy is ok, but we can't use squashy very easily for puppet interaction.

  • HalfUp

    Yeah it's really confusing! I totally feel the puppet not colliding properly with squashy objects as well it's a pain.

    I've got some good news though! I think the thermometer only appears after certain actions are taken (I can't work out what they are thou) BUT! if you go into guides, I'm pretty sure you can turn it on indefinitely and it won't disappear ;)

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