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How do I stabalize mover driven physics (video)

  • Amenjo1

    If it’s actual puppet interface your using have you tried increasing the collision box size? It’s on the physics tab of the puppet tweak menu.

  • cgCody

    It's not a puppet, nor does it have a puppet interface. Just a mover and rotator.

  • Mr_BuggyB

    So im absolutely not experienced with movers but could you reduce the mover strength only when it touches a "scenery tag" for example ...with the touch gadget

  • Supposer

    This could be because the sculpt you are colliding with has low resolution (sculpt detail). This lowers the resolution of the shape for physics also. So you could try increasing the sculpt detail if it's low.

    It seems like you actually have some crazy stuff going on with gravity or the way physics works anyway. Have you experimented in a fresh scene with the same assets but without that stuff in place? It could be the crazy physics stuff you have in place that is a contributing factor to the glitchiness. (A cool effect though, by the way.)

  • cgCody

    I started to go this route, but with a trigger zone attached to the character. However, the problem there is the character gets stuck to obstacles like glue.

    I suppose if I can't find a more elagent solution, I could continue this path, then use sensors to find the direction of the obstacle and only limit movement in that direction. I'm not sure.

  • cgCody

    Supposer, I missed your post some how. I wasn't aware of that about the sculpt detail having an effect on physics. I'll have to test that tomorrow to see if it helps.

    Yes, I did test in a fresh (flat) scene. The problem was there, but not as prevalent. The sculpt detail may have played a role.

    Anyway, thanks, fellas! I'll update later.

  • cgCody

    Adjusting the sculpt detail was a no go. I think I'm just going to have to rethink my setup. For one, I believe the issue is compounded greatly from the character trying to move while also trying to orient (rotate) to the planet center. If I decouple these mechanics onto separate, invisible rotator and mover objects and use a teleporter, I think I'll be set. This way, the mover object can wobble all it wants when it hits an obstacle and the player won't see it.

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