QuietlyWrong
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More curious and more more curious.I'll have a look at the puppet trick, thanks Peter. A proper bodge job by the sounds of it, but if it works... :DAs for your tests Weezerz I'll have a look at you...
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You definitely have to scope back into the old sculpt to edit it. Any new sculpting will be on a _new_ sculpt, even if that overlaps the original one, hence it's impossible to make a cut on the old...
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A pair of laser pointers that point at the player can tell you what the respective distances are to the player and to the first thing in line of sight - either the player or something in between. T...
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I hope it works - I haven't tried laser scopes yet! O_o
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Not knowing what you're actually making, I had to use generic terms. :DThough if its a puppet that's doing the sliding, that might complicate the solution.
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You may get more joy by making your snowboard and halfpipe non-collidable, but group each with an invisible overlapping shape that's simpler and glides better, if you can find such a thing.
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Give the character more mass? It may be an unwanted side effect of the collision system. ?
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What sort of friction level are you dealing with? I'd say set it to zero and use some logic to gradually diminish the player's speed to mimic the effect of air resistance.
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If it's a limited number of objects to clutch, maybe incorporate them or a handle component into the hand sculpture that you make visible when it's in hand and invisible otherwise?
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Maybe put a follower on any grabbable object and turn it on when the player holds 'grab' and the hand is colliding with the object?