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Is there a way to change gravity to be along a different axis?

  • Magus0Mind00

    Would it work to build your scene sideways - position your world's "floor" on whatever orientation would make the world's default down direction to your "alternative gravity direction"?

  • Danzizz11

    Umm that would sort of work, but a good example of what I want to do is make a level from super mario galaxy. With the puppets in the game placing them on a sphere they will always fall down and try to orient up and down not allowing them to freely walk along the sphere unless I create a custom puppet but im not sure you can make a humanoid puppet as detailed as the ones they give you. Being able to change gravity along an axis would be really nice and make it easy for walking on the floor then walking up to a wall with a human puppet and transitioning to the wall to walk up it, then to the ceiling. I hope that makes sense

  • mmdev3 - Pablo and Rich

    While there's no direct way of changing Gravity's direction, one can obtain similar results doing tricks such as the one Magus0Mind00 suggests.

    If you need a different general Gravity direction, take your level and Camera Gadget and rotate them together. Just like the old cinema masters did!

    Now, you said you'd like to have objects falling into the centre of a sphere (like a planet). This requires a different approach.

    You need to disable the scene's gravity from the "Global Settings" gadget inside the "Gameplay Gear" section of the gadgets palette. This is done by turning ON the "Adjust Gravity" switch and then sliding its value to 0%.

    Now you need to create the new gravity center inside your planet, placing a "Force Applier" gadget right on its centre. For this step, I suggest turning Grid and X-Ray ON.

    When sculpting the planet sphere, Tweak its shape with Shift+Square and change its grabbing point to its centre. This way, the centre of the planet will be on the Grid, and so you'll be able to find it and place the "Force Applier" and other gadgets there.

    If you want to use the Puppet Gadget, you'll need to place it on the North Pole of the planet, and have the planet rotate below its feet when the character walks.

    OK I won't spoil it any further! Try to find your own solutions from here, and do come back to us to let us know how's it going.

    All the best,
    Pablo

  • Danzizz11

    So I ended up using a follower in the Object, and put the tag in the center of the sphere. I used a trigger zone to get the distance to the center of the sphere, and used the square of that to adjust the strength of the mover to simulate gravity. This ended up giving me a nice orbital effect.

    Some problems I ran into:

    1.) Tags output the location of the tag in the scene, while followers move using the objects location. For a different thing I was working on, it would be useful to be able to access the location of the object since it can be hard to find its origin and put a tag there. Another way is to get the difference between the objects location using a mover and the tag's location, and combine that with the tag's location to get a little offset variable.

    2.) I tried to make an object have the same angular orientation of another object. Tags can output their axis information in degrees but currently there doesn't appear to be a rotator that takes an orientation as an input. The closest thing I saw was the Look-At rotator, which uses a unit vector as input/output, but doesn't match on all axes. I also tried using the Advanced rotator to make a sort of 'Angle corrector' that would change speed on each axis depending on how close it was to being the right angle. Unfortunately I couldn't get it working, but if I messed around with it more I might be able to. An option under one of the rotators to input orientation would be very useful.

    If I can get this working I should be able to make objects that stick to eachother, maybe even a little Katamari.

  • Bofu-sama

    '@mmdev3-pablo-and-rich
    would like to hear those spoilers, i don't get it ^^

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