Tweaking force applier based on sculpture settings
I'm doing a grab and then push/pull. So far it's working great, however (yes there is a but), the force applier completely ignores any friction or gravity of the sculpture object, so I can push a giant block just as easily as a small block. I've even taken the strength down to 75% and then doubled the m/s speed, so now it takes a bit to startup but I can still push the blocks no matter how large they are.
Funny thing is that if I push a smaller block INTO a large block, the collision detects all the friction and density stuff and prevents me from moving the larger block when its behind the smaller block.
My solution currently requires no logic to be added to the block apart from labels. Very nice, so otherwise I'll have to add logic to the moveable blocks too -- not nice.
The only solution I can come up with is to use some kind of switch on the block sculpture to send a fixed value of strength using a wireless transmitter to the puppet when it's detected. Then I can multiply that value into the speed to make it move slower or faster. Ideally access to the non-visible parameter density (in kg) would be nice -- it's more than X kg so you can't move it.
Is there not maybe a cleaner way to do this? I see that detect outputs don't really have much data in them. A reference to the detected sculpt would be nice (I think this was suggested) then we could
-
I'm not quite sure about this. I'm pretty much a newbie but maybe something I say will give you an idea to run with.
Could you maybe use a calculator and say if the size of the object is bigger than whatever trigger a keyframe that makes ur guy slower?
I'm not actually sure if there is a size setting inside the sculpture settings or not.
Or even jus say if this tag, a different tag for the bigger block, is active make the guys push logic be slower?
I saw a video a while back and idk where it was or anything now but it was saying something about no matter the size of the block they fall at the same speed as it was showing blocks falling together. I'm not sure exactly what it was saying though...
This is probably jus a bunch of jumbled rambling but I figured it might give you an idea to run with and to improve. -
Thanks, That’s actually not a bad idea. unfortunately there’s no size parameters anywhere in Dreams, except for things like trigger zones, so... that give me an idea here,,,
Use three trigger zones in the puppet - if the block is inside a small one only, make it easy to push, if inside the medium trigger zone, make it medium and in the make it large. A bit more logic to ensure that it’s only inside one of the trigger zones using fall offs. Yeah that could be a cool way to approach it. I might be able to do to it with just one trigger zone and falloff? I’ll have to test it. -
That would make sense. Of course anything that makes sense or seems logical to me is not how dreams logic works. Haha. Lol.
If you feel like it. I'd like to know how this works out for ya. :-) Just curious -
This is how I implemented it. With 3 small detection zones. 1 = small block fast move speed, 2 = medium block medium move speed , 3 = large block slow move speed.
https://youtu.be/1x5vrcXkHJY -
Haaaaaa. Awesomesauce. That is pretty sweet dude/Dudette.
Never would of thought of that.
The first thing that came to my mind when u dragged them around in the video was having to move blocks around to make a staircase to get up to the next level in a game. Pretty sweet and adds some realism to a game. A block 20 times your size shouldn't move as fast as one half ur size lol.
Good job. That's cool
Zaloguj się, aby dodać komentarz.