How do I reliably pin a visibly Squashy object to an exact elevated position?
I guess this is sort of a challenge to the community, if it can be done well, but It's probably also a request for a tool, feature, or tweak from the devs.
I've been working on many methods of trying to hold a squashy object in a location. An object is required to be set to Moveable for it to be Squashy.
So first, I wanted to go as physical as possible. Unfortunately, I'm thinking direct puppet interaction with a squashy object will never go cleanly, even set to the higher physics quality, and/or tweaking of the puppet's collision shape.
But I tried anyways.
First, on a large flat ground, I put a squashy cube inside of an invisible square frame, that I eventually made thinner (with no bottom, just the floor). (Actually not quite as simple right now as it sounds, unfortunately.)
Ok, squashy cube is held in place right now and rather well. But... again, puppet interaction with squashy objects is pretty juttery with just about any adjustments I could make to it, and I tried a lot.
So I went Ok - The cube still squashes with gravity when set right. But it doesn't play well with puppets directly. So I thought... perhaps I could put a thin invisible platform just inside the top of the squashy cube (make sure the cube doesn't collide with the platform I'm putting inside it or the puppet - though having the platform on top instead of inside is probably ok), and... have an impact sensor toggle the squashiness of the cube on a timer and also have a Mover to move/bounce my puppet upwards (not a Force Applier, that's too messy for what I wanted). Kind of crazy, right?
Well.... It actually worked really well! (For these testing purposes anyways.) I actually ended up wiring up a 2nd timer to time the force jump in a different relation to the squashing box, but then decided that it was actually best to just have the force go directly off the impact sensor. I decided that, for my squashy cube, about .5 sec more or less was what I was looking for for my squash-unsquash. Yours could vary.
Ok great. I have this awesome squashy box that I can fake-bounce on that's mostly stable in its invisible frame and on this large floor.
Here's the problem. I want to get it off the ground and pinned in an exact spot (any exact spot) in the air, suspended by nothing visible.
I've attempted several times to put a bottom on that frame for the cube to sit in at any location. Perhaps I can still go thicker, I can try yet again, but so far every time I've put a bottom on that frame, whether it be as the same frame sculpt or a separate sculpt, the squashy cube freaks out and sinks through the bottom or does something else crazy after a few bounces.
So I've tried tests with other tools. I've tried strong opposing movers. It moves slightly downwards while bouncing on it. I've tried locking bolts, pistons and sliders (a piston being the most reliable it seems). Squashiness doesn't work (at least not visibly) while it's attached to those, even with a puppet jumping on it. (Though I did notice some squashing impact with things that were not the puppet, so maybe...)
But anyways... Does anybody have something good? Something really reliable with squashiness still visibly working? How do I pin a squashy object in a position held in midair with squashiness still working (or trigger-able) and knowing pretty well that it will not move (or get lost flying off somewhere)?
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How thick have you tried? Probably stating the obvious but you tried a nice thick frame and setting it to not visible? Pretty sure you can do that with collision still on?
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Yes, after this I tried even thicker on the bottom, and I already know how it goes with thicker sides.
So the unfortunate, though still funny, thing is that it still freaks out with a thicker bottom/thicker sides, and you could see it shoot out into space, BUT.... it would warp back to its original position before I even landed to bounce on it again, rather than being actually gone and gone forever. Though.... at least it didn't just sink through the bottom, as it was doing with a thinner frame bottom.
But having a thick frame, or at least thick sides, comes the problem with wanting to only trigger the bounce from the top side. The puppet and its collision shape like to push through objects, no matter if you max out the physics quality of every object and no matter how you adjust the puppets collision shape.
I only want to trigger the bounce force when the puppet is standing on the top and it cannot be triggered when the puppet is pushing against the side. The wider the invisible frame, the wider the puppet is from the box. AND, the wider of an area on the edges there is that the puppet could land on top of that does not trigger the bounce.
Dilemmas. -
Maybe turning on ignore gravity and using a mover with 0 speed and dampening turned all the way up
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Setting it to ignore gravity doesn't assist in it ignoring pushes from puppets or other objects. It's just puts it in a zero-G state.
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Full dampening doesn't work either.
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