Physics limit reached with plenty thermo to spare
Hi guys,
I have a character model that's currently incomplete. I've attached a custom head, neck and detailed armour to a basic puppet, and while the graphics thermo is roughly 20%, it's telling me that I've reached the physics limit for the creation.
The armour is made of lots of cloned items in an effort to preserve thermo. Since it takes up next to nothing on the pink and blue thermos, and maybe 10% on the yellow, I figured it'd be no issue.
The armour itself doesn't need any collision, it just needs to be grouped to the puppet and move with it. Is there a way I can reduce physics?
Thanks for any help in advance!
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Select the sculpts, tweak them with L1+Square, go to the physics tab, and disable “Collidable” on as many sculpts as possible. You may need to scope in depending how your character is built since you can’t change this setting on a group.
I personally recommend disabling collidable on every sculpt that’s part of a puppet... There are sometimes reasons to allow collisions but it can cause some real jank. -
I have had issues with groups too.
They seam to take up gameplay rather quickly. I have a measure block. Made of dozens of groups.
Many use sculpts instead of physical objects?
Also maybe it's because all of the group components are physical, like the person below said.
Tho I haven't tested it yet. -
*maybe
Instead of many -
Thanks for the advice! I was under the impression that group settings override the individual sculpt settings. So say if each part of the armour was set to collide, but the piece as a whole had collide disabled, then the group should not be collidable. I believe a puppet needs both Moveable and Collidable switched on, and figured this would in turn override everything below?
I'll give it a try anyway and see how it goes :) -
Hi,
One crucial thing here, you don't need objects to be movable when inside a puppet. That's where the cost is.
I like to read the moveable tweak as "not glued to group" so turning it on means your amour is "not glued to group" in this case your puppet. And moveable things cost much more in physics.
hope that helps
John -
Hi John,
Thanks very much for your reply, much appreciated. I'll scope in and turn off Moveable / Collidable for all the armour parts then and it sounds like that should solve my issue. -
So far I can see it's not possible to (Truly) tweak a whole group at once as far as I have discovered. (Should be a feature)
If you tweak the outside it will not disable the data underneath so it will still take up space.
So until it's changed you should always go in and disable everything. ;)
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