Mm Bogdan & Matt
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Hi, Unfortunately you can't edit emitted objects but if you have a non emitted version you can make a small edit to the object's position (by half pressing R2) and that will set its position at t0....
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Hi,You'll want to look at the collidable setting on your aeroplane. On each sculpt it's the third button down on the fifth page. If that is definitely set then it might be an issue with collision...
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Hi,by default the puppets limbs do not have collision on but you can tweak the limbs and set collision on. You will not get a terribly convincing result though in most cases. In order to make it ...
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Hi, Unfortunately there's currently no way to make the collisions behave in a 2D way so you'll need to work around it. The best option is probably to use a look-at rotator to rotate the ship. You...
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Hi Spirit-X, I'm not sure whether you're meaning a 3D 3rd person type control or some sort of 2D control scheme where the stick is projected into screen space. If it's the 3D version you want a si...
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Hi, I'm afraid not. You will only get a result on the impact sensor after the physics system has resolved the collision and possibly moved your ship in an undesirable way. One common workaround i...
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Hi, Yes you're correct BeardyMan, the splitter gives you an axis-angle representation of the rotation. We hope to also add Euler angle outputs in the future. Sorry for the confusion!Matt
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Hi, sorry wasn't totally clear. I just meant a trigger zone set to entire level is slow compared to a trigger zone that has a smaller zone (I guess that sounds obvious!) . If it's set to entire l...
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Hi, a few extra things:1) When you set a target for the emitter, the object you target is still in the level it just gets powered off. Powered off objects still cost you performance and thermo alt...
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Hi, if you're not seeing the axes follow the plane then it sounds like the movement sensor is not attached to the thing you think it is. Try placing it directly on a part of the aircraft model rat...